// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed 5428ee9974bd3e21-ps.txt
// 3DMigoto: 5428ee9974bd3e21 |    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 1/6 {
//          Name "FORWARD"
//          Tags { "IGNOREPROJECTOR"="true" "LIGHTMODE"="FORWARDBASE" "QUEUE"="Geometry-99" "RenderType"="Opaque" "SHADOWSUPPORT"="true" }
//          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 63 9 2
//   undeciphered1a: 5
//   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DIRLIGHTMAP_COMBINED" "DYNAMICLIGHTMAP_ON" }
//   undeciphered2: 1 9 6 8 0 0
//   undeciphered3: 0 0
//   ConstBuffer "$Globals" 1184
//   Vector 16 [unity_DynamicLightmap_HDR]
//   Vector 32 [_LightColor0]
//   Vector 48 [_SpecColor]
//   Float 1104 [_Shininess]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 64 [_WorldSpaceCameraPos] 3
//   ConstBuffer "UnityLighting" 752
//   Vector 0 [_WorldSpaceLightPos0]
//   Vector 720 [unity_OcclusionMaskSelector]
//   ConstBuffer "UnityShadows" 416
//   Vector 384 [_LightShadowData]
//   Vector 400 [unity_ShadowFadeCenterAndType]
//   ConstBuffer "UnityPerFrame" 384
//   Matrix 144 [unity_MatrixV]
//   ConstBuffer "UnityProbeVolume" 112
//   Vector 0 [unity_ProbeVolumeParams]
//   Vector 80 [unity_ProbeVolumeSizeInv] 3
//   Vector 96 [unity_ProbeVolumeMin] 3
//   Matrix 16 [unity_ProbeVolumeWorldToObject]
//   SetTexture 0 [_Control] 2D 3
//   SetTexture 1 [_Splat0] 2D 4
//   SetTexture 2 [_Splat1] 2D 5
//   SetTexture 3 [_Splat2] 2D 6
//   SetTexture 4 [_Splat3] 2D 7
//   SetTexture 5 [_ShadowMapTexture] 2D 2
//   SetTexture 6 [unity_DynamicLightmap] 2D 0
//   SetTexture 7 [unity_DynamicDirectionality] 2D -1
//   SetTexture 8 [unity_ProbeVolumeSH] 3D 1
//   BindCB "$Globals" 0
//   BindCB "UnityPerCamera" 1
//   BindCB "UnityLighting" 2
//   BindCB "UnityShadows" 3
//   BindCB "UnityPerFrame" 4
//   BindCB "UnityProbeVolume" 5
//
// 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 17:55:39 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   xy          5     NONE   float   xy
// TEXCOORD                 6   xyzw        6     NONE   float   xy w
// TEXCOORD                 7   xyzw        7     NONE   float     zw
//
//
// 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[26], immediateIndexed
dcl_constantbuffer cb4[12], immediateIndexed
dcl_constantbuffer cb5[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_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_texture3d (float,float,float,float) t8
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.xy
dcl_input_ps linear v6.xyw
dcl_input_ps linear v7.zw
dcl_output o0.xyzw
dcl_temps 7
dcl_constantbuffer cb10[4], immediateIndexed

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

ld_indexable(texture2d)(float,float,float,float) r5.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 5428ee9974bd3e21-ps.txt

mul r5.w, -r5.x, r5.y
mad r6.xyz, -r5.wwww, cb10[0].xyzw, cb1[4].xyzw

add r0.xyz, -v4.xyzx, r6.xyzx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
sample r1.xyzw, v5.xyxx, t0.xyzw, s3
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, s4
sample r4.xyzw, v1.zwzz, t2.xyzw, s5
mul r4.xyzw, r1.yyyy, r4.xyzw
mad r3.xyzw, r1.xxxx, r3.xyzw, r4.xyzw
sample r4.xyzw, v2.xyxx, t3.xyzw, s6
mad r3.xyzw, r1.zzzz, r4.xyzw, r3.xyzw
sample r4.xyzw, v2.zwzz, t4.xyzw, s7
mad r1.xyzw, r1.wwww, r4.xyzw, r3.xyzw
mov r3.x, cb4[9].z
mov r3.y, cb4[10].z
mov r3.z, cb4[11].z
dp3 r2.y, r0.xyzx, r3.xyzx
add r3.xyz, v4.xyzx, -cb3[25].xyzx
dp3 r2.z, r3.xyzx, r3.xyzx
sqrt r2.z, r2.z
add r2.z, -r2.y, r2.z
mad r2.y, cb3[25].w, r2.z, r2.y
mad_sat r2.y, r2.y, cb3[24].z, cb3[24].w
eq r2.z, cb5[0].x, l(1.000000)
if_nz r2.z
  eq r2.z, cb5[0].y, l(1.000000)
  mul r3.xyz, v4.yyyy, cb5[2].xyzx
  mad r3.xyz, cb5[1].xyzx, v4.xxxx, r3.xyzx
  mad r3.xyz, cb5[3].xyzx, v4.zzzz, r3.xyzx
  add r3.xyz, r3.xyzx, cb5[4].xyzx
  movc r3.xyz, r2.zzzz, r3.xyzx, v4.xyzx
  add r3.xyz, r3.xyzx, -cb5[6].xyzx
  mul r3.yzw, r3.xxyz, cb5[5].xxyz
  mad r2.z, r3.y, l(0.250000), l(0.750000)
  mad r2.w, cb5[0].z, l(0.500000), l(0.750000)
  max r3.x, r2.w, r2.z
  sample r3.xyzw, r3.xzwx, t8.xyzw, s1
else
  mov r3.xyzw, l(1.000000,1.000000,1.000000,1.000000)
endif
dp4_sat r2.z, r3.xyzw, cb2[45].xyzw
div r3.xy, v6.xyxx, v6.wwww
sample r3.xyzw, r3.xyxx, t5.xyzw, s2
add r2.z, r2.z, -r3.x
mad r2.y, r2.y, r2.z, r3.x
mul r2.yzw, r2.yyyy, cb0[2].xxyz
sample r3.xyzw, v7.zwzz, t6.xyzw, s0
mul r3.w, r3.w, cb0[1].x
mul r3.xyz, r3.xyzx, r3.wwww
log r3.xyz, r3.xyzx
mul r3.xyz, r3.xyzx, cb0[1].yyyy
exp r3.xyz, r3.xyzx
sample r4.xyzw, v7.zwzz, t7.xyzw, s0
add r4.xyz, r4.xyzx, l(-0.500000, -0.500000, -0.500000, 0.000000)
dp3 r3.w, v3.xyzx, r4.xyzx
add r3.w, r3.w, l(0.500000)
mul r3.xyz, r3.wwww, r3.xyzx
max r3.w, r4.w, l(0.000100)
div r3.xyz, r3.xyzx, r3.wwww
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, v3.xyzx, cb2[0].xyzx
dp3 r0.x, v3.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, r1.w, r0.x
mul r4.xyz, r1.xyzx, r2.yzwy
mul r2.yzw, r2.yyzw, cb0[3].xxyz
mul r0.xyz, r0.xxxx, r2.yzwy
mad r0.xyz, r4.xyzx, r0.wwww, r0.xyzx
mad r0.xyz, r1.xyzx, r3.xyzx, r0.xyzx
mul o0.xyz, r2.xxxx, r0.xyzx
mov o0.w, l(1.000000)
ret
// Approximately 0 instruction slots used