// asmtool.py -I ../.. --fix-unity-reflection --only-autofixed 9ec366e8b7b05a00-ps.txt
// 3DMigoto: 9ec366e8b7b05a00 |    Unity headers extracted from Legacy Shaders_Specular
//    Shader "Legacy Shaders/Specular" {
//      Fallback "Legacy Shaders/VertexLit"
//      SubShader 1/1 {
//        LOD 300
//        Tags { "RenderType"="Opaque" }
//        Pass 1/6 {
//          Name "FORWARD"
//          Tags { "LIGHTMODE"="FORWARDBASE" "RenderType"="Opaque" "SHADOWSUPPORT"="true" }
//          Program "fp" {
//            SubProgram "d3d11" {
//            }
//          }
//        }
//      }
//    }
//
// Unity 5.3 headers extracted from Legacy Shaders_Specular:
//   API d3d11
//   Shader model ps_4_0
//   undeciphered1: 201609010 49 4 2
//   undeciphered1a: 5
//   Keywords { "DIRECTIONAL" "SHADOWS_SCREEN" "DYNAMICLIGHTMAP_ON" }
//   undeciphered2: 1 4 6 4 0 0
//   undeciphered3: 0 0
//   ConstBuffer "$Globals" 1136
//   Vector 16 [unity_DynamicLightmap_HDR]
//   Vector 32 [_LightColor0]
//   Vector 48 [_SpecColor]
//   Vector 1088 [_Color]
//   Float 1104 [_Shininess]
//   ConstBuffer "UnityPerCamera" 144
//   Vector 64 [_WorldSpaceCameraPos] 3
//   ConstBuffer "UnityLighting" 752
//   Vector 0 [_WorldSpaceLightPos0]
//   Vector 720 [unity_OcclusionMaskSelector]
//   ConstBuffer "UnityShadows" 416
//   Vector 384 [_LightShadowData]
//   Vector 400 [unity_ShadowFadeCenterAndType]
//   ConstBuffer "UnityPerFrame" 384
//   Matrix 144 [unity_MatrixV]
//   ConstBuffer "UnityProbeVolume" 112
//   Vector 0 [unity_ProbeVolumeParams]
//   Vector 80 [unity_ProbeVolumeSizeInv] 3
//   Vector 96 [unity_ProbeVolumeMin] 3
//   Matrix 16 [unity_ProbeVolumeWorldToObject]
//   SetTexture 0 [_MainTex] 2D 3
//   SetTexture 1 [_ShadowMapTexture] 2D 2
//   SetTexture 2 [unity_DynamicLightmap] 2D 0
//   SetTexture 3 [unity_ProbeVolumeSH] 3D 1
//   BindCB "$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 17:59:42 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float
// TEXCOORD                 0   xy          1     NONE   float   xy
// TEXCOORD                 1   xyz         2     NONE   float   xyz
// TEXCOORD                 2   xyz         3     NONE   float   xyz
// TEXCOORD                 4   xyzw        4     NONE   float   xy w
// TEXCOORD                 6   xyzw        5     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_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_texture3d (float,float,float,float) t3
dcl_input_ps linear v1.xy
dcl_input_ps linear v2.xyz
dcl_input_ps linear v3.xyz
dcl_input_ps linear v4.xyw
dcl_input_ps linear v5.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 9ec366e8b7b05a00-ps.txt

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

add r0.xyz, -v3.xyzx, r6.xyzx
dp3 r0.w, r0.xyzx, r0.xyzx
rsq r0.w, r0.w
sample r1.xyzw, v1.xyxx, t0.xyzw, s3
mul r1.xyz, r1.xyzx, cb0[68].xyzx
mov r2.x, cb4[9].z
mov r2.y, cb4[10].z
mov r2.z, cb4[11].z
dp3 r2.x, r0.xyzx, r2.xyzx
add r2.yzw, v3.xxyz, -cb3[25].xxyz
dp3 r2.y, r2.yzwy, r2.yzwy
sqrt r2.y, r2.y
add r2.y, -r2.x, r2.y
mad r2.x, cb3[25].w, r2.y, r2.x
mad_sat r2.x, r2.x, cb3[24].z, cb3[24].w
eq r2.y, cb5[0].x, l(1.000000)
if_nz r2.y
  eq r2.y, cb5[0].y, l(1.000000)
  mul r3.xyz, v3.yyyy, cb5[2].xyzx
  mad r3.xyz, cb5[1].xyzx, v3.xxxx, r3.xyzx
  mad r3.xyz, cb5[3].xyzx, v3.zzzz, r3.xyzx
  add r3.xyz, r3.xyzx, cb5[4].xyzx
  movc r2.yzw, r2.yyyy, r3.xxyz, v3.xxyz
  add r2.yzw, r2.yyzw, -cb5[6].xxyz
  mul r3.yzw, r2.yyzw, cb5[5].xxyz
  mad r2.y, r3.y, l(0.250000), l(0.750000)
  mad r2.z, cb5[0].z, l(0.500000), l(0.750000)
  max r3.x, r2.z, r2.y
  sample r3.xyzw, r3.xzwx, t3.xyzw, s1
else
  mov r3.xyzw, l(1.000000,1.000000,1.000000,1.000000)
endif
dp4_sat r2.y, r3.xyzw, cb2[45].xyzw
div r2.zw, v4.xxxy, v4.wwww
sample r3.xyzw, r2.zwzz, t1.xyzw, s2
add r2.y, r2.y, -r3.x
mad r2.x, r2.x, r2.y, r3.x
mul r2.xyz, r2.xxxx, cb0[2].xyzx
sample r3.xyzw, v5.zwzz, t2.xyzw, s0
mul r2.w, r3.w, cb0[1].x
mul r3.xyz, r3.xyzx, r2.wwww
log r3.xyz, r3.xyzx
mul r3.xyz, r3.xyzx, cb0[1].yyyy
exp r3.xyz, r3.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, v2.xyzx, cb2[0].xyzx
dp3 r0.x, v2.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.xyzx
mul r2.xyz, r2.xyzx, cb0[3].xyzx
mul r0.xyz, r0.xxxx, r2.xyzx
mad r0.xyz, r4.xyzx, r0.wwww, r0.xyzx
mad o0.xyz, r1.xyzx, r3.xyzx, r0.xyzx
mov o0.w, l(1.000000)
ret
// Approximately 0 instruction slots used