// dynamic shadows
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   sampler2D $s_cameraDepthSampler;
//   sampler2D $s_directionSampler;
//   float2 $s_screenReciprocal;
//   sampler2D $s_shadowDepthSampler;
//   float2 $s_shadowOffset0;
//   float2 $s_shadowOffset1;
//   float2 $s_shadowOffset2;
//   float2 $s_shadowOffset3;
//   float2 $s_shadowOffset4;
//   float2 $s_shadowOffset5;
//   float2 $s_shadowOffset6;
//   float2 $s_shadowOffset7;
//   float4 $s_shadowRatio0;
//   float4 $s_shadowRatio1;
//   float4 $s_viewBound;
//   float4 $s_viewShadowMatrixFarColumn0;
//   float4 $s_viewShadowMatrixFarColumn1;
//   float4 $s_viewShadowMatrixFarColumn2;
//   float4 $s_viewShadowMatrixFarColumn3;
//   float4 $s_viewShadowMatrixNearColumn0;
//   float4 $s_viewShadowMatrixNearColumn1;
//   float4 $s_viewShadowMatrixNearColumn2;
//   float4 $s_viewShadowMatrixNearColumn3;
//
//
// Registers:
//
//   Name                           Reg   Size
//   ------------------------------ ----- ----
//   $s_viewBound                   c0       1
//   $s_screenReciprocal            c1       1
//   $s_viewShadowMatrixNearColumn0 c2       1
//   $s_viewShadowMatrixNearColumn1 c3       1
//   $s_viewShadowMatrixNearColumn2 c4       1
//   $s_viewShadowMatrixNearColumn3 c5       1
//   $s_viewShadowMatrixFarColumn0  c6       1
//   $s_viewShadowMatrixFarColumn1  c7       1
//   $s_viewShadowMatrixFarColumn2  c8       1
//   $s_viewShadowMatrixFarColumn3  c9       1
//   $s_shadowRatio0                c10      1
//   $s_shadowOffset0               c11      1
//   $s_shadowOffset1               c12      1
//   $s_shadowOffset2               c13      1
//   $s_shadowOffset3               c14      1
//   $s_shadowRatio1                c15      1
//   $s_shadowOffset4               c16      1
//   $s_shadowOffset5               c17      1
//   $s_shadowOffset6               c18      1
//   $s_shadowOffset7               c19      1
//   $s_cameraDepthSampler          s0       1
//   $s_shadowDepthSampler          s1       1
//   $s_directionSampler            s2       1
//

    ps_3_0
	def c200, 0.55, 0, 0.3, 0.7	//			
    def c20, 0.5, 0.015625, 2, -1
    def c21, 0, 0, 0, 0
    dcl_texcoord v0.xyz
    dcl vPos.xy
    dcl_2d s0
    dcl_2d s1
    dcl_2d s2
// New input with s_projectionReciprocal from the vertex shader:
dcl_texcoord1 v2
// Helix Mod Stereo Params:
dcl_2d s13
def c220, 0, 1, 0.0625, 0.5	
    frc r0.xy, vPos
    add r0.xy, -r0, vPos
    add r0.xy, r0, c20.x
    mul r0.zw, r0.xyxy, c1.xyxy
    mul r0.xy, r0, c20.y
    texld r1, r0, s2
    mad r0.xy, r1.zyzw, c20.z, c20.w
    texld r1, r0.zwzw, s0
    mul r2.xyz, r1.x, v0
// view-space stereo correction from r2:
texldl r31, c220.z, s13
add r31.w, r2.z, r31.y
mul r31.w, r31.w, r31.x
mad r2.x, r31.w, v2.x, r2.x
    mad r0.zw, v0.z, -r1.x, -c0.xyyw
    mov r1, c9
    cmp r1, r0.z, r1, c5
    mov r2.w, -c20.w
    dp4 r1.x, r1, r2
    rcp r1.x, r1.x
    mov r3, c6
    cmp r3, r0.z, r3, c2
    dp4 r3.x, r3, r2
    mov r4, c7
    cmp r4, r0.z, r4, c3
    dp4 r3.y, r4, r2
    mul r1.xy, r1.x, r3
    mad r1.zw, c11.xyxy, r0.xyyx, r1.xyxy
    texld r3, r1.zwzw, s1
    mov r4, c8
    cmp r4, r0.z, r4, c4
    dp4 r0.z, r4, r2
    add r1.z, -r3.x, r0.z
    mov r2.x, c21.x
    mad r2.yz, c12.xxyw, r0.xxyw, r1.xxyw
    texld r3, r2.yzzw, s1
    add r1.w, r0.z, -r3.x
    cmp_pp r1.zw, r1, r2.x, c10.xyxy
    add_pp r1.z, r1.w, r1.z
    mad r2.yz, c13.xxyw, r0.xyxw, r1.xxyw
    texld r3, r2.yzzw, s1
    add r1.w, r0.z, -r3.x
    cmp_pp r1.w, r1.w, r2.x, c10.z
    add_pp r1.z, r1.w, r1.z
    mad r2.yz, c14.xxyw, r0.xxyw, r1.xxyw
    texld r3, r2.yzzw, s1
    add r1.w, r0.z, -r3.x
    cmp_pp r1.w, r1.w, r2.x, c10.w
    add_pp r1.z, r1.w, r1.z
    mad r2.yz, c16.xxyw, r0.xyxw, r1.xxyw
    texld r3, r2.yzzw, s1
    add r1.w, r0.z, -r3.x
    cmp_pp r1.w, r1.w, r2.x, c15.x
    add_pp r1.z, r1.w, r1.z
    mad r2.yz, c17.xxyw, r0.xxyw, r1.xxyw
    texld r3, r2.yzzw, s1
    add r1.w, r0.z, -r3.x
    cmp_pp r1.w, r1.w, r2.x, c15.y
    add_pp r1.z, r1.w, r1.z
    mad r2.yz, c18.xxyw, r0.xyxw, r1.xxyw
    mad r0.xy, c19, r0, r1
    texld r3, r0, s1
    add r0.x, r0.z, -r3.x
    texld r3, r2.yzzw, s1
    add r0.y, r0.z, -r3.x
    cmp_pp r0.xy, r0, r2.x, c15.wzzw
    add_pp r0.y, r0.y, r1.z
    add_pp r0.x, r0.x, r0.y
    cmp_pp oC0.w, r0.w, -c20.w, r0.x
    mov_pp oC0.xyz, -c20.w
// approximately 65 instruction slots used (10 texture, 55 arithmetic)
 