//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.12.589.0000
//
// Parameters:
//
//   sampler2D g_depth_map;
//   row_major float4x4 g_screen_to_light;
//   sampler2D g_shadow_map;
//   float4 g_shadow_size;
//   float4 g_split_distance;
//
//
// Registers:
//
//   Name              Reg   Size
//   ----------------- ----- ----
//   g_screen_to_light c0       4
//   g_shadow_size     c4       1
//   g_split_distance  c5       1
//   g_shadow_map      s0       1
//   g_depth_map       s1       1
//
//
// Default values:
//
//   g_screen_to_light
//     c0   = { 0, 0, 0, 0 };
//     c1   = { 0, 0, 0, 0 };
//     c2   = { 0, 0, 0, 0 };
//     c3   = { 0, 0, 0, 0 };
//
//   g_shadow_size
//     c4   = { 0, 0, 0, 0 };
//
//   g_split_distance
//     c5   = { 0, 0, 0, 0 };
//

    ps_2_x
    def c6, -0, 1, 0, 0
    def c7, 1, -1, 0, 0
	def c20, 0.0625, 0.0625, 0.0625, 0.0625
    dcl t0.xy
    dcl t1.xy
    dcl_2d s0
    dcl_2d s1
	dcl_2d s13
    texld r0, t1, s1
    mul r2.xy, r0.x, t0
	
	mov r11, c20
	texld r11, r11, s13	
	add r11.y, r0.x, -r11.y
	mul r11.x, r11.x, r11.y
	add r2.x, r2.x, -r11.x
	
    mul r1.xy, r2.y, c1
    mul r1.z, r2.y, c1.w
    mad r1.xy, r2.x, c0, r1
    mad r1.z, r2.x, c0.w, r1.z
    mad r1.xy, r0.x, c2, r1
    mad r1.z, r0.x, c2.w, r1.z
    add r5.xy, r1, c3
    add r5.z, r1.z, c3.w
    mov r2.xy, c4
    mad r3.xy, r2, -c7, r5
    add r1.xy, r5, c4
    add r6.xy, r5, -c4
    mad r2.xy, r2, c7, r5
    texld r4, r3, s0
    texld r3, r1, s0
    texld r1, r6, s0
    texld r2, r2, s0
    add r0.w, r5.z, -r4.x
    cmp r2.w, r0.w, c6.x, c6.y
    add r0.w, r5.z, -r3.x
    mul r3.x, r6.x, c4.z
    mul r3.y, r6.y, c4.w
    cmp r0.w, r0.w, c6.x, c6.y
    frc r3.xy, r3
    lrp r1.w, r3.x, r0.w, r2.w
    add r0.w, r5.z, -r2.x
    add r2.w, r5.z, -r1.x
    cmp r0.w, r0.w, c6.x, c6.y
    cmp r3.w, r2.w, c6.x, c6.y
    mad_sat_pp r1.x, r0.x, c5.x, c5.z
    mad_sat_pp r1.y, r0.x, c5.y, c5.w
    lrp r2.w, r3.x, r0.w, r3.w
    lrp_pp r0.xyz, r3.y, r1.w, r2.w
    min_pp r0.w, r1.y, r1.x
    mov_pp oC0, r0

// approximately 37 instruction slots used (5 texture, 32 arithmetic)
 