//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   sampler2D $DepthBuffer;
//   float4 $FalloffFactors;
//   float4 $LightColor;
//   float4x4 $MaskProjectionMatrix;
//   sampler2D $MaskTexture;
//   sampler2D $NormalBuffer;
//   float4 $SpotDirection;
//   float4 $ViewSpaceLightPosition;
//   float4 GlobalGBufferOffset;
//   float4 GlobalGBufferScale;
//   float4 GlobalPosDecodingParams;
//
//
// Registers:
//
//   Name                    Reg   Size
//   ----------------------- ----- ----
//   $LightColor             c10      1
//   $ViewSpaceLightPosition c12      1
//   $FalloffFactors         c13      1
//   $SpotDirection          c14      1
//   $MaskProjectionMatrix   c15      4
//   GlobalGBufferOffset     c218     1
//   GlobalPosDecodingParams c219     1
//   GlobalGBufferScale      c223     1
//   $MaskTexture            s0       1
//   $NormalBuffer           s6       1
//   $DepthBuffer            s10      1
//

    ps_3_0
    def c0, 2, -1, 1, 0
    dcl vPos.xy
    dcl_2d s0
    dcl_2d s6
    dcl_2d s10
    mov r0, c223
    mad r0, vPos.xyxy, r0, c218
    texld_pp r1, r0, s10
    mad r1.x, r1.x, c219.z, c219.w
    rcp r1.x, r1.x
    mad r1.yzw, r0.xzwz, c0.xzzw, c0.xwwz
    texld_pp r0, r0, s6
    mad_pp r0.xyz, r0.yzww, c0.x, c0.y
    mul r2.xyz, r1.x, r1.yzww
    mad r1.xyz, r1.yzww, -r1.x, c12
    mul r3, r2.y, c16
    mad r3, c15, r2.x, r3
    mad r2, c17, r2.z, r3
    add r2, r2, c18
    texldp_pp r2, r2, s0
    dp3 r1.w, r1, c14
    nrm r3.xyz, r1
    mul r1.x, r1.w, r1.w
    mad_sat_pp r1.x, c13.x, r1.x, c13.y
    dp3 r1.y, r3, c14
    mad_sat_pp r1.y, c13.z, -r1.y, c13.w
    mul_pp r1.x, r1.y, r1.x
    mul r1.xyz, r1.x, c10
    mul r1.xyz, r2, r1
    dp2add_pp r1.w, r0, -r0, c0.z
    rsq_pp r1.w, r1.w
    rcp_pp r1.w, r1.w
    mul_pp r0.w, r0.z, r1.w
    dp3_sat_pp r0.x, r0.xyww, r3
    mul oC0.xyz, r0.x, r1
    mov oC0.w, c0.w

// approximately 34 instruction slots used (3 texture, 31 arithmetic)
 