// asmtool.py -I ../.. --fix-unity-lighting-ps=TEXCOORD4 --only-autofixed 3f36f26f232d99d7-ps.txt
// 3DMigoto: 3f36f26f232d99d7 | Matched 8 variants of 1 shaders: Hidden/NGSS_Directional
//
//        Unity headers extracted from Hidden_NGSS_Directional
//        Shader "Hidden/NGSS_Directional" {
//     1:   SubShader 1/4 {
//     2:   SubShader 3/4 {
//            Tags { "ShadowmapFilter"="PCF_SOFT" }
//            Pass 1/1 {
//              Tags { "ShadowmapFilter"="PCF_SOFT" }
//              ZWrite Off
//              Program "fp" {
//                SubProgram "d3d11" {
//                }
//              }
//            }
//          }
//        }
//
//     Unity 5.3 headers extracted from Hidden_NGSS_Directional:
//       API d3d11
//       Shader model ps_4_0
//       undeciphered1: 201609010 82 2 3
//       undeciphered1a: 8
// 44:   Keywords { "NGSS_PCSS_FILTER_DIR" "NGSS_USE_CASCADE_BLENDING" "NGSS_NOISE_STATIC_DIR" "DIR_POISSON_32" }
// 88:   Keywords { "NGSS_PCSS_FILTER_DIR" "NGSS_USE_CASCADE_BLENDING" "NGSS_USE_BIAS_FADE_DIR" "NGSS_NOISE_STATIC_DIR" "DIR_POISSON_32" }
// 11:   Keywords { "NGSS_USE_CASCADE_BLENDING" "NGSS_NOISE_STATIC_DIR" "DIR_POISSON_32" }
// 22:   Keywords { "NGSS_USE_CASCADE_BLENDING" "NGSS_USE_BIAS_FADE_DIR" "NGSS_NOISE_STATIC_DIR" "DIR_POISSON_32" }
//       undeciphered2: 1 3 4 3 0 0
//       undeciphered3: 0 0
//       ConstBuffer "$Globals" 2144
//       Float 1088 [NGSS_CASCADE_BLEND_DISTANCE]
//       Float 1092 [NGSS_POISSON_SAMPLING_NOISE_DIR]
//       Float 1096 [NGSS_PCSS_GLOBAL_SOFTNESS]
//       ConstBuffer "UnityPerCamera" 144
//       Vector 112 [_ZBufferParams]
//       Vector 128 [unity_OrthoParams]
//       ConstBuffer "UnityPerCameraRare" 352
//       Matrix 288 [unity_CameraToWorld]
//       ConstBuffer "UnityShadows" 416
//       Vector 96 [_LightSplitsNear]
//       Vector 112 [_LightSplitsFar]
//       Vector 384 [_LightShadowData]
//       Matrix 128 [unity_WorldToShadow0]
//       Matrix 192 [unity_WorldToShadow1]
//       Matrix 256 [unity_WorldToShadow2]
//       Matrix 320 [unity_WorldToShadow3]
//       SetTexture 0 [_CameraDepthTexture] 2D 2
//       SetTexture 1 [unity_RandomRotation16] 2D 1
//       SetTexture 2 [_ShadowMapTexture] 2D 0
//       BindCB "$Globals" 0
//       BindCB "UnityPerCamera" 1
//       BindCB "UnityPerCameraRare" 2
//       BindCB "UnityShadows" 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 17:54:32 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// TEXCOORD                 0   xyzw        1     NONE   float   xy
// TEXCOORD                 1   xyz         2     NONE   float   xyz
// TEXCOORD                 2   xyz         3     NONE   float   xyz
// TEXCOORD                 3   xyz         4     NONE   float   xyz
// TEXCOORD                 4      w        4     NONE   float      w
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target                0   xyzw        0   TARGET   float   xyzw
//
ps_4_0
dcl_immediateConstantBuffer { { 0.487390190, -0.856959879, 0, 0},
                              { 0.346373707, -0.338793904, 0, 0},
                              { 0.629005492, -0.473531395, 0, 0},
                              { 0.185585395, -0.884814203, 0, 0},
                              { 0.767791688, 0.0269116201, 0, 0},
                              { 0.300914198, -0.636587322, 0, 0},
                              { 0.426842213, -0.00613762904, 0, 0},
                              { -0.0668298230, -0.783380508, 0, 0},
                              { 0.0347262993, -0.399412394, 0, 0},
                              { 0.449469388, 0.520661414, 0, 0},
                              { 0.219377, 0.243884400, 0, 0},
                              { 0.128576502, -0.121555403, 0, 0},
                              { 0.890704870, 0.433493108, 0, 0},
                              { 0.255646914, 0.766552, 0, 0},
                              { -0.0369240604, 0.362923592, 0, 0},
                              { 0.665110290, 0.728681087, 0, 0},
                              { -0.429309, -0.228226200, 0, 0},
                              { -0.273096889, -0.468351305, 0, 0},
                              { -0.275598586, 0.732791305, 0, 0},
                              { -0.332970500, 0.175463796, 0, 0},
                              { -0.173132598, -0.108771600, 0, 0},
                              { 0.921222627, -0.371663809, 0, 0},
                              { -0.538823485, 0.460396796, 0, 0},
                              { -0.630732119, 0.761592388, 0, 0},
                              { -0.770917475, -0.0889493674, 0, 0},
                              { -0.720597088, -0.360949308, 0, 0},
                              { -0.538620174, -0.584715903, 0, 0},
                              { -0.652083397, 0.178528398, 0, 0},
                              { -0.931058228, 0.204034299, 0, 0},
                              { -0.828178, 0.555959880, 0, 0},
                              { 0.629783571, 0.294650108, 0, 0},
                              { -0.0583608411, 0.900680721, 0, 0} }
dcl_constantbuffer cb0[69], immediateIndexed
dcl_constantbuffer cb1[9], immediateIndexed
dcl_constantbuffer cb2[22], immediateIndexed
dcl_constantbuffer cb3[25], immediateIndexed
dcl_sampler s0, mode_comparison
dcl_sampler s1, mode_default
dcl_sampler s2, 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_input_ps linear v1.xy
dcl_input_ps linear v2.xyz
dcl_input_ps linear v3.xyz
dcl_input_ps linear v4.xyz
dcl_output o0.xyzw
dcl_temps 11

// New input from vertex shader with unity_CameraInvProjection[0].x:
dcl_input_ps linear v4.w
dcl_constantbuffer cb10[4], immediateIndexed

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

ld_indexable(texture2d)(float,float,float,float) r8.xyzw, l(0, 0, 0, 0), t125.xyzw

sample r0.xyzw, v1.xyxx, t0.xyzw, s2
mad r0.y, cb1[7].x, r0.x, cb1[7].y
div r0.y, l(1.000000, 1.000000, 1.000000, 1.000000), r0.y
add r0.z, -r0.y, r0.x
mad r0.y, cb1[8].w, r0.z, r0.y
add r0.x, -r0.x, l(1.000000)
mul r1.xyz, r0.yyyy, v2.xyzx
add r2.xyz, -v3.xyzx, v4.xyzx
mad r0.xzw, r0.xxxx, r2.xxyz, v3.xxyz
mad r0.xyz, -v2.xyzx, r0.yyyy, r0.xzwx
mad r0.xyz, cb1[8].wwww, r0.xyzx, r1.xyzx

// copy depth from r0.z to r9.x:
mov r9.x, r0.z


// Unity light/shadow fix (pixel shader stage) inserted with DarkStarSword's asmtool.py:
// asmtool.py -I ../.. --fix-unity-lighting-ps=TEXCOORD4 --only-autofixed 3f36f26f232d99d7-ps.txt

add r10.x, r9.x, -r8.y
mul r10.x, r8.x, r10.x
ne r8.w, l(0.0, 0.0, 0.0, 0.0), v4.w
if_nz r8.w
  mad r0.x, -r10.x, v4.w, r0.x
endif

mul r1.xyzw, r0.yyyy, cb2[19].xyzw
mad r1.xyzw, cb2[18].xyzw, r0.xxxx, r1.xyzw
mad r1.xyzw, cb2[20].xyzw, r0.zzzz, r1.xyzw
add r1.xyzw, r1.xyzw, cb2[21].xyzw

if_z r8.w
  mad r1.xyz, -r10.xxxx, cb10[0].xyzx, r1.xyzw
endif

ge r2.xyzw, r0.zzzz, cb3[6].xyzw
and r2.xyzw, r2.xyzw, l(0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000)
lt r3.xyzw, r0.zzzz, cb3[7].xyzw
and r3.xyzw, r3.xyzw, l(0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000)
mul r2.xyzw, r2.xyzw, r3.xyzw
mul r0.xyw, r1.yyyy, cb3[9].xyxz
mad r0.xyw, cb3[8].xyxz, r1.xxxx, r0.xyxw
mad r0.xyw, cb3[10].xyxz, r1.zzzz, r0.xyxw
mad r0.xyw, cb3[11].xyxz, r1.wwww, r0.xyxw
mul r3.xyz, r1.yyyy, cb3[13].xyzx
mad r3.xyz, cb3[12].xyzx, r1.xxxx, r3.xyzx
mad r3.xyz, cb3[14].xyzx, r1.zzzz, r3.xyzx
mad r3.xyz, cb3[15].xyzx, r1.wwww, r3.xyzx
mul r4.xyz, r1.yyyy, cb3[17].xyzx
mad r4.xyz, cb3[16].xyzx, r1.xxxx, r4.xyzx
mad r4.xyz, cb3[18].xyzx, r1.zzzz, r4.xyzx
mad r4.xyz, cb3[19].xyzx, r1.wwww, r4.xyzx
mul r5.xyz, r1.yyyy, cb3[21].xyzx
mad r5.xyz, cb3[20].xyzx, r1.xxxx, r5.xyzx
mad r1.xyz, cb3[22].xyzx, r1.zzzz, r5.xyzx
mad r1.xyz, cb3[23].xyzx, r1.wwww, r1.xyzx
mul r5.xyz, r2.yyyy, r3.xyzx
mad r0.xyw, r0.xyxw, r2.xxxx, r5.xyxz
mad r0.xyw, r4.xyxz, r2.zzzz, r0.xyxw
mad r0.xyw, r1.xyxz, r2.wwww, r0.xyxw
dp4 r1.w, r2.xyzw, l(1.000000, 1.000000, 1.000000, 1.000000)
add r0.w, r0.w, -r1.w
add r0.w, r0.w, l(1.000000)
mul r5.xy, v1.xyxx, cb0[68].yyyy
sample r5.xyzw, r5.xyxx, t1.xyzw, s1
sincos null, r1.w, r5.x
sincos r3.w, null, r5.y
add r4.w, cb0[68].z, l(0.001000)
mul r4.w, r4.w, l(0.150000)
mov r5.xy, l(0,0,0,0)
loop
  itof r5.z, r5.y
  ge r5.z, r5.z, l(32.000000)
  breakc_nz r5.z
  mul r5.zw, r4.wwww, icb[r5.y + 0].yyyx
  mul r6.xy, r3.wwww, r5.zwzz
  mad r7.x, r5.w, r1.w, -r6.x
  mad r7.y, r5.z, r1.w, r6.y
  add r5.zw, r0.xxxy, r7.xxxy
  sample_c_lz r5.z, r5.zwzz, t2.xxxx, s0, r0.w
  add r5.x, r5.z, r5.x
  iadd r5.y, r5.y, l(1)
endloop
mul r0.x, r5.x, l(0.031250)
add r5.xyzw, r0.zzzz, -cb3[6].xyzw
add r6.xyzw, -cb3[6].xyzw, cb3[7].xyzw
div r5.xyzw, r5.xyzw, r6.xyzw
mul r5.xyzw, r2.xyzw, r5.xyzw
dp4 r0.y, r5.xyzw, l(1.000000, 1.000000, 1.000000, 1.000000)
add r0.z, -cb0[68].x, l(1.000000)
lt r0.w, r0.z, r0.y
if_nz r0.w
  add r0.y, -r0.z, r0.y
  div r0.y, r0.y, cb0[68].x
  mul r4.xyz, r2.yyyy, r4.xyzx
  mad r3.xyz, r3.xyzx, r2.xxxx, r4.xyzx
  mad r1.xyz, r1.xyzx, r2.zzzz, r3.xyzx
  dp3 r0.z, r2.xyzx, l(1.000000, 1.000000, 1.000000, 0.000000)
  add r0.z, -r0.z, r1.z
  add r0.z, r0.z, l(1.000000)
  mov r0.w, l(0)
  mov r1.z, l(0)
  loop
    itof r2.x, r1.z
    ge r2.x, r2.x, l(32.000000)
    breakc_nz r2.x
    mul r2.xy, r4.wwww, icb[r1.z + 0].yxyy
    mul r2.zw, r3.wwww, r2.xxxy
    mad r3.x, r2.y, r1.w, -r2.z
    mad r3.y, r2.x, r1.w, r2.w
    add r2.xy, r1.xyxx, r3.xyxx
    sample_c_lz r2.x, r2.xyxx, t2.xxxx, s0, r0.z
    add r0.w, r0.w, r2.x
    iadd r1.z, r1.z, l(1)
  endloop
  mad r0.z, r0.w, l(0.031250), -r0.x
  mad r0.x, r0.y, r0.z, r0.x
endif
add o0.xyzw, r0.xxxx, cb3[24].xxxx
ret
// Approximately 0 instruction slots used