// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed 0e2fcf11670f3055-ps.txt
// 3DMigoto: 0e2fcf11670f3055 |    Unity headers extracted from Hidden_TerrainEngine_Splatmap_Specular-AddPass
//    Shader "Hidden/TerrainEngine/Splatmap/Specular-AddPass" {
//      Fallback "Hidden/TerrainEngine/Splatmap/Diffuse-AddPass"
//      SubShader 1/1 {
//        Tags { "IGNOREPROJECTOR"="true" "QUEUE"="Geometry-99" "RenderType"="Opaque" }
//        Pass 2/6 {
//          Name "FORWARD"
//          Tags { "IGNOREPROJECTOR"="true" "LIGHTMODE"="FORWARDADD" "QUEUE"="Geometry-99" "RenderType"="Opaque" }
//          ZWrite Off
//          Program "fp" {
//            SubProgram "d3d11" {
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from Hidden_TerrainEngine_Splatmap_Specular-AddPass:
//   API d3d11
//   Shader model ps_4_0
//   undeciphered1: 201609010 53 10 2
//   undeciphered1a: 6
//   Keywords { "DIRECTIONAL" "_TERRAIN_NORMAL_MAP" }
//   undeciphered2: 1 10 4 10 0 0
//   undeciphered3: 0 0
//   ConstBuffer "$Globals" 1184
//   Vector 32 [_LightColor0]
//   Vector 48 [_SpecColor]
//   Float 1104 [_Shininess]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 64 [_WorldSpaceCameraPos] 3
//   ConstBuffer "UnityLighting" 752
//   Vector 0 [_WorldSpaceLightPos0]
//   Vector 720 [unity_OcclusionMaskSelector]
//   ConstBuffer "UnityProbeVolume" 112
//   Vector 0 [unity_ProbeVolumeParams]
//   Vector 80 [unity_ProbeVolumeSizeInv] 3
//   Vector 96 [unity_ProbeVolumeMin] 3
//   Matrix 16 [unity_ProbeVolumeWorldToObject]
//   SetTexture 0 [_Control] 2D 1
//   SetTexture 1 [_Splat0] 2D 2
//   SetTexture 2 [_Splat1] 2D 3
//   SetTexture 3 [_Splat2] 2D 4
//   SetTexture 4 [_Splat3] 2D 5
//   SetTexture 5 [_Normal0] 2D 6
//   SetTexture 6 [_Normal1] 2D 7
//   SetTexture 7 [_Normal2] 2D 8
//   SetTexture 8 [_Normal3] 2D 9
//   SetTexture 9 [unity_ProbeVolumeSH] 3D 0
//   BindCB "$Globals" 0
//   BindCB "UnityPerCamera" 1
//   BindCB "UnityLighting" 2
//   BindCB "UnityProbeVolume" 3
//
// Headers extracted with DarkStarSword's extract_unity55_shaders.py
// https://github.com/DarkStarSword/3d-fixes

//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.16 on Sun Apr 21 17:51:52 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// TEXCOORD                 0   xyzw        1     NONE   float   xyzw
// TEXCOORD                 1   xyzw        2     NONE   float   xyzw
// TEXCOORD                 2   xyz         3     NONE   float   xyz
// TEXCOORD                 3   xyz         4     NONE   float   xyz
// TEXCOORD                 4   xyz         5     NONE   float   xyz
// TEXCOORD                 5   xyz         6     NONE   float   xyz
// TEXCOORD                 6   xy          7     NONE   float   xy
// TEXCOORD                 7     zw        7     NONE   float
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_constantbuffer cb0[70], immediateIndexed
dcl_constantbuffer cb1[9], immediateIndexed
dcl_constantbuffer cb2[46], immediateIndexed
dcl_constantbuffer cb3[7], immediateIndexed
dcl_sampler s0, mode_default
dcl_sampler s1, mode_default
dcl_sampler s2, mode_default
dcl_sampler s3, mode_default
dcl_sampler s4, mode_default
dcl_sampler s5, mode_default
dcl_sampler s6, mode_default
dcl_sampler s7, mode_default
dcl_sampler s8, mode_default
dcl_sampler s9, mode_default
dcl_resource_texture2d (float,float,float,float) t0
dcl_resource_texture2d (float,float,float,float) t1
dcl_resource_texture2d (float,float,float,float) t2
dcl_resource_texture2d (float,float,float,float) t3
dcl_resource_texture2d (float,float,float,float) t4
dcl_resource_texture2d (float,float,float,float) t5
dcl_resource_texture2d (float,float,float,float) t6
dcl_resource_texture2d (float,float,float,float) t7
dcl_resource_texture2d (float,float,float,float) t8
dcl_resource_texture3d (float,float,float,float) t9
dcl_input_ps linear v1.xyzw
dcl_input_ps linear v2.xyzw
dcl_input_ps linear v3.xyz
dcl_input_ps linear v4.xyz
dcl_input_ps linear v5.xyz
dcl_input_ps linear v6.xyz
dcl_input_ps linear v7.xy
dcl_output o0.xyzw
dcl_temps 8
dcl_constantbuffer cb10[4], immediateIndexed

// 3DMigoto StereoParams:
dcl_resource_texture2d (float,float,float,float) t125

ld_indexable(texture2d)(float,float,float,float) r6.xyzw, l(0, 0, 0, 0), t125.xyzw


// Unity reflection/specular fix inserted with DarkStarSword's asmtool.py:
// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed 0e2fcf11670f3055-ps.txt

mul r6.w, -r6.x, r6.y
mad r7.xyz, -r6.wwww, cb10[0].xyzw, cb1[4].xyzw

add r0.xyz, -v6.xyzx, r7.xyzx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
sample r1.xyzw, v7.xyxx, t0.xyzw, s1
dp4 r2.x, r1.xyzw, l(1.000000, 1.000000, 1.000000, 1.000000)
eq r2.y, r2.x, l(0.000000)
discard_nz r2.y
add r2.y, r2.x, l(0.001000)
div r1.xyzw, r1.xyzw, r2.yyyy
sample r3.xyzw, v1.xyxx, t1.xyzw, s2
sample r4.xyzw, v1.zwzz, t2.xyzw, s3
mul r4.xyzw, r1.yyyy, r4.xyzw
mad r3.xyzw, r1.xxxx, r3.xyzw, r4.xyzw
sample r4.xyzw, v2.xyxx, t3.xyzw, s4
mad r3.xyzw, r1.zzzz, r4.xyzw, r3.xyzw
sample r4.xyzw, v2.zwzz, t4.xyzw, s5
mad r3.xyzw, r1.wwww, r4.xyzw, r3.xyzw
sample r4.xyzw, v1.xyxx, t5.xyzw, s6
sample r5.xyzw, v1.zwzz, t6.xyzw, s7
mul r2.yz, r1.yyyy, r5.wwyw
mad r1.xy, r1.xxxx, r4.wyww, r2.yzyy
sample r4.xyzw, v2.xyxx, t7.xyzw, s8
mad r1.xy, r1.zzzz, r4.wyww, r1.xyxx
sample r4.xyzw, v2.zwzz, t8.xyzw, s9
mad r1.xy, r1.wwww, r4.wyww, r1.xyxx
mad r1.xy, r1.xyxx, l(2.000000, 2.000000, 0.000000, 0.000000), l(-1.000000, -1.000000, 0.000000, 0.000000)
dp2 r1.w, r1.xyxx, r1.xyxx
min r1.w, r1.w, l(1.000000)
add r1.w, -r1.w, l(1.000000)
sqrt r1.z, r1.w
eq r1.w, cb3[0].x, l(1.000000)
if_nz r1.w
  eq r1.w, cb3[0].y, l(1.000000)
  mul r2.yzw, v6.yyyy, cb3[2].xxyz
  mad r2.yzw, cb3[1].xxyz, v6.xxxx, r2.yyzw
  mad r2.yzw, cb3[3].xxyz, v6.zzzz, r2.yyzw
  add r2.yzw, r2.yyzw, cb3[4].xxyz
  movc r2.yzw, r1.wwww, r2.yyzw, v6.xxyz
  add r2.yzw, r2.yyzw, -cb3[6].xxyz
  mul r4.yzw, r2.yyzw, cb3[5].xxyz
  mad r1.w, r4.y, l(0.250000), l(0.750000)
  mad r2.y, cb3[0].z, l(0.500000), l(0.750000)
  max r4.x, r1.w, r2.y
  sample r4.xyzw, r4.xzwx, t9.xyzw, s0
else
  mov r4.xyzw, l(1.000000,1.000000,1.000000,1.000000)
endif
dp4_sat r1.w, r4.xyzw, cb2[45].xyzw
dp3 r4.x, v3.xyzx, r1.xyzx
dp3 r4.y, v4.xyzx, r1.xyzx
dp3 r4.z, v5.xyzx, r1.xyzx
mul r1.xyz, r1.wwww, cb0[2].xyzx
mad r0.xyz, r0.xyzx, r0.wwww, cb2[0].xyzx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
mul r0.xyz, r0.wwww, r0.xyzx
dp3 r0.w, r4.xyzx, cb2[0].xyzx
dp3 r0.x, r4.xyzx, r0.xyzx
max r0.xw, r0.xxxw, l(0.000000, 0.000000, 0.000000, 0.000000)
mul r0.y, cb0[69].x, l(128.000000)
log r0.x, r0.x
mul r0.x, r0.x, r0.y
exp r0.x, r0.x
mul r0.x, r3.w, r0.x
mul r2.yzw, r1.xxyz, r3.xxyz
mul r1.xyz, r1.xyzx, cb0[3].xyzx
mul r0.xyz, r0.xxxx, r1.xyzx
mad r0.xyz, r2.yzwy, r0.wwww, r0.xyzx
mul o0.xyz, r2.xxxx, r0.xyzx
mov o0.w, l(1.000000)
ret
// Approximately 0 instruction slots used