// piano
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   float4 MinZ_MaxZRatio;
//   sampler2D SceneColorTexture;
//   float4 ScreenPositionScaleBias;
//   float4 UniformPixelScalars_0;
//   float4 UniformPixelVector_0;
//
//
// Registers:
//
//   Name                    Reg   Size
//   ----------------------- ----- ----
//   UniformPixelVector_0    c0       1
//   ScreenPositionScaleBias c1       1
//   MinZ_MaxZRatio          c2       1
//   UniformPixelScalars_0   c9       1
//   SceneColorTexture       s0       1
//

    ps_3_0
    def c3, 0.300000012, 0.589999974, 0.109999999, -9.99999997e-007
    def c4, 0, 1, 0.00100000005, 0
    dcl_texcoord4 v0
    dcl_texcoord5 v1.xyw
    dcl_2d s0
def c50, 0.5, 0, 0, 0
dcl vPos.xy
    rcp r0.x, v1.w
    mul r0.xy, r0.x, v1
    mad r0.xy, r0, c1, c1.wzzw
    mov r0.zw, c4.x
mov r11.xy, vPos.xy
rcp r11.z, c210.x
rcp r11.w, c210.y
mul r11.xy, r11.xy, r11.zw
mul r11.zw, r11.zw, c50.xx
add r12.xy, r11.xy, r11.zw
  texldl r1, r12, s0 //r0
    texld_pp r0, r0, s0
    mov r1.y, c4.y
    add r0.w, r1.y, -c2.y
    add r0.w, -r0.w, r1.w
    rcp r0.w, r0.w
    mul r0.w, r0.w, -c2.x
    mul_sat r0.w, r0.w, c4.z
    add r0.w, -r0.w, c4.y
    dp3 r1.x, r0, c3
    mul r1.y, r1_abs.x, r1_abs.x
    mul r1.y, r1.y, r1.y
    add r1.z, r1_abs.x, c3.w
    cmp r1.y, r1.z, r1.y, c4.x
    mad_sat r1.x, r1.x, c3.x, r1.y
    mad r1.xyz, r1.x, r0.w, -r0
    mad r0.xyz, c9.x, r1, r0
    add_pp r0.xyz, r0, c0
    //mad_pp oC0.xyz, r0, v0.w, v0
    //mov_pp oC0.w, c4.y

// approximately 25 instruction slots used (3 texture, 22 arithmetic)
 