//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   sampler2D SceneColorTexture;
//   float4 ScreenPositionScaleBias;
//   float4 UniformPixelScalars_0;
//   float4 UniformPixelVector_0;
//   float4 UniformPixelVector_1;
//   float4 UniformPixelVector_2;
//   float4 UniformPixelVector_3;
//
//
// Registers:
//
//   Name                    Reg   Size
//   ----------------------- ----- ----
//   UniformPixelVector_0    c0       1
//   ScreenPositionScaleBias c1       1
//   UniformPixelVector_1    c8       1
//   UniformPixelVector_2    c9       1
//   UniformPixelVector_3    c10      1
//   UniformPixelScalars_0   c11      1
//   SceneColorTexture       s0       1
//

    ps_3_0
    def c2, 0, 9.99999997e-007, 1, 0
    def c3, 0.300000012, 0.589999974, 0.109999999, 0
    dcl_texcoord4 v0
    dcl_texcoord5 v1.xyw
    dcl_2d s0

def c220, 0, 1, 0.0625, 0.5
dcl_2d s15

// Unreal Engine SceneColorTexture halo fix inserted with DarkStarSword's shadertool.py:
// shadertool.py -i --fix-unreal-halo-sct --only-autofixed --stereo-sampler-ps=s15 CRC32_93B5B63_0.txt
mov r30, r30
texldl r31, c220.z, s15
add r31.w, r30.w, -r31.y
mad r30.x, r31.w, r31.x, r30.x

    rcp r0.x, r30.w
    mul r0.xy, r0.x, r30
    mad r0.xy, r0, c1, c1.wzzw
    texld r0, r0, s0
    add r0.xyz, r0, -c8
    max r1.xyz, r0, c2.x
    rcp r0.x, c9.x
    rcp r0.y, c9.y
    rcp r0.z, c9.z
    mul r0.xyz, r0, r1
    max r1.xyz, r0_abs, c2.y
    log r0.x, r1.x
    log r0.y, r1.y
    log r0.z, r1.z
    mul r0.xyz, r0, c10
    exp r1.x, r0.x
    exp r1.y, r0.y
    exp r1.z, r0.z
    dp3 r0.x, r1, c3
    lrp r2.xyz, c11.x, r0.x, r1
    add_pp r0.xyz, r2, c0
    mad_pp oC0.xyz, r0, v0.w, v0
    mov_pp oC0.w, c2.z

// approximately 23 instruction slots used (1 texture, 22 arithmetic)
