//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   float4 MinZ_MaxZRatio;
//   float NvStereoEnabled;
//   sampler2D NvStereoFixTexture;
//   float OcclusionPercentage;
//   sampler2D PixelTexture2D_0;
//   sampler2D SceneColorTexture;
//   float4 ScreenPositionScaleBias;
//   float4 UniformPixelVector_0;
//
//
// Registers:
//
//   Name                    Reg   Size
//   ----------------------- ----- ----
//   OcclusionPercentage     c0       1
//   ScreenPositionScaleBias c1       1
//   MinZ_MaxZRatio          c2       1
//   NvStereoEnabled         c3       1
//   UniformPixelVector_0    c7       1
//   SceneColorTexture       s0       1
//   NvStereoFixTexture      s1       1
//   PixelTexture2D_0        s2       1
//

    ps_3_0
    def c4, 1, 0.0625, 0, 0.0166666675
    dcl_texcoord v0.xy
    dcl_texcoord1 v1.xyz
    dcl_texcoord2 v2.yw
    dcl_texcoord4 v3.w
    dcl_texcoord5 v4.xyw
	dcl_texcoord7 v5.xyw
    dcl_2d s0
    dcl_2d s1
    dcl_2d s2
    add r0.x, c4.x, -v2.y
    mul r0.xyz, r0.x, v1
    texld r1, v0, s2
    mul r0.xyz, r0, r1
    mul r0.xyz, r0, v2.w
    mov r2.x, c0.x
    mad_pp r0.xyz, r2.x, r0, c7
    abs r0.w, c3.x
    if_ne c3.x, -c3.x
      texld r2, c4.yzzw, s1
      add r1.y, -r2.y, v4.w
      mad r2.x, r2.x, r1.y, v4.x
      mov r2.yz, v4.xyww
    else
      mov r2.xyz, c4.z
    endif
    cmp r1.yzw, -r0.w, v4.xxyw, r2.xxyz
	mov r1.yzw, v5.xxyw
    rcp r0.w, r1.w
    mul r1.yz, r0.w, r1
    mad r2.xy, r1.yzzw, c1, c1.wzzw
    mov r2.zw, c4.z
    texldl r2, r2, s0
    mov r2.x, c4.x
    add r0.w, r2.x, -c2.y
    add r0.w, -r0.w, r2.w
    rcp r0.w, r0.w
    mad r0.w, -c2.x, r0.w, -v5.w
    mul_sat r0.w, r0.w, c4.w
    mul_pp r0.w, r0.w, r1.x
    mul r0.xyz, r0, v3.w
    mul_pp oC0.xyz, r0.w, r0
    mov oC0.w, c4.z

// approximately 35 instruction slots used (4 texture, 31 arithmetic)
 