//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   float3 CameraWorldPos;
//   float4 DiffuseOverrideParameter;
//   sampler2D LightAttenuationTexture;
//   float4 LightColorAndFalloffExponent;
//   float4 ObjectWorldPositionAndRadius;
//   sampler2D PixelTexture2D_0;
//   sampler2D PixelTexture2D_1;
//   sampler2D PixelTexture2D_2;
//   sampler2D PixelTexture2D_3;
//   float4 ScreenPositionScaleBias;
//   sampler2D ShadowTexture;
//   float2 SpotAngles;
//   float3 SpotDirection;
//   float4 UniformPixelScalars_0;
//   float4 UniformPixelScalars_1;
//   float4 UniformPixelScalars_5;
//   float4 UniformPixelVector_1;
//   float4 UniformPixelVector_5;
//   float4 UniformPixelVector_6;
//   float4x4 ViewProjectionMatrix;
//   bool bReceiveDynamicShadows;
//
//
// Registers:
//
//   Name                         Reg   Size
//   ---------------------------- ----- ----
//   bReceiveDynamicShadows       b0       1
//   CameraWorldPos               c0       1
//   ScreenPositionScaleBias      c1       1
//   DiffuseOverrideParameter     c4       1
//   ViewProjectionMatrix         c8       4
//   ObjectWorldPositionAndRadius c12      1
//   UniformPixelVector_1         c13      1
//   UniformPixelVector_5         c14      1
//   UniformPixelVector_6         c15      1
//   UniformPixelScalars_0        c16      1
//   UniformPixelScalars_1        c17      1
//   UniformPixelScalars_5        c18      1
//   LightColorAndFalloffExponent c19      1
//   SpotDirection                c20      1
//   SpotAngles                   c21      1
//   LightAttenuationTexture      s0       1
//   PixelTexture2D_0             s1       1
//   PixelTexture2D_1             s2       1
//   PixelTexture2D_2             s3       1
//   PixelTexture2D_3             s4       1
//   ShadowTexture                s5       1
//

    ps_3_0
    def c2, 0.5, 1, -0.333299994, -2
    def c3, 0, 10, 1, -9.99999997e-007
    def c5, 0.400000006, 0, 0, 0
    dcl_color v0.xyz
    dcl_color1 v1
    dcl_texcoord v2.xy
    dcl_texcoord1 v3.xy
    dcl_texcoord4_pp v4.xyz
    dcl_texcoord5 v5.xyz
    dcl_texcoord6 v6.xyz
    dcl_texcoord7 v7
    dcl_2d s0
    dcl_2d s1
    dcl_2d s2
    dcl_2d s3
    dcl_2d s4
    dcl_2d s5

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

    nrm_pp r0.xyz, v1
    nrm_pp r1.xyz, v0
    mul_pp r2.xyz, r0.zxyw, r1.yzxw
    mad_pp r2.xyz, r0.yzxw, r1.zxyw, -r2
    mul r2.xyz, r2, v1.w
    add r3.xyz, c0, v7
    mul r4.xyz, c9.xyww, v7.y
    mad r4.xyz, c8.xyww, v7.x, r4
    mad r4.xyz, c10.xyww, v7.z, r4
    mad r4.xyz, c11.xyww, v7.w, r4

// Unreal Engine halo fix inserted with DarkStarSword's shadertool.py:
// shadertool.py -i --fix-unreal-ps-halo --stereo-sampler-ps=s15 --only-autofixed CRC32_C1DB0F4_0.txt
texldl r31, c220.z, s15
add r31.w, r4.z, -r31.y
mad r4.x, r31.w, r31.x, r4.x

    nrm r5.xyz, v6
    nrm_pp r6.xyz, v4
    texld r7, v3, s2
    rcp r0.w, r4.z
    mul r4.xy, r0.w, r4
    mad r4.xy, r4, c1, c1.wzzw
    rcp r0.w, c17.y
    mad r4.zw, r4.xyxy, r0.w, c14.xyxy
    add r8.xy, r4.zwzw, c2.x
    texld r8, r8, s3
    texld r9, r4.zwzw, s4
    mul r0.w, r8.x, r9.x
    mov r8.y, c2.y
    mad r0.w, c18.x, -r0.w, r8.y
    mul r0.w, r0.w, c18.y
    mad r8, r7.w, r0.w, c2.z
    texkill r8
    texld_pp r8, v2, s5
    dp3 r0.w, v5, v5
    rsq r1.w, r0.w
    mul r8.yzw, r1.w, v5.xxyz
    dp3 r1.w, r8.yzww, -c20
    add r1.w, r1.w, -c21.x
    mul_sat r1.w, r1.w, c21.y
    mul r1.w, r1.w, r1.w
    add r2.w, -r0.w, c2.y
    mul r2.w, r8.x, r2.w
    mul r9, r1.w, r2.w
    mov r10, r9
    texkill r10
    if b0
      texld r4, r4, s0
      mul_pp r4.xyz, r4, r4
      mul_pp r4.xyz, r4, r8.x
    else
      mov_pp r4.xyz, r8.x
    endif
    mov_sat r0.w, r0.w
    add r0.w, -r0.w, c2.y
    pow r2.w, r0.w, c19.w
    mov r8.xy, c3
    add r8.xyz, r8.xxyw, c12
    add r3.xyz, r3, -r8
    nrm r8.xyz, r3
    mul r2.xyz, r2, r8.y
    mad r1.xyz, r8.x, r1, r2
    mad r0.xyz, r8.z, r0, r1
    texld r3, v3, s1
    mad r1.xyz, r3, -c2.w, -c2.y
    mul r1.xyz, r1, c13
    mad r0.xyz, r1, c3.zzxw, r0
    dp3_sat r0.x, r0, r6
    add r0.y, r0.x, c3.w
    pow r2.x, r0.x, c16.w
    mul r0.x, r2.x, c15.w
    mul r0.xzw, r0.x, c15.xyyz
    cmp r0.xyz, r0.y, r0.xzww, c3.x
    max r2.xyz, r0, c3.x
    min r3.xyz, r2, c5.x
    dp3 r0.w, r1, r5
    mul r2.xyz, r1, r0.w
    mad r2.xyz, r2, c2.w, -c2.w
    dp3_sat r0.w, r6, r2
    add r2.x, r0.w, c3.w
    pow r2.y, r0.w, c16.w
    mul r5.xyz, r2.y, c15
    cmp r2.xyz, r2.x, r5, c3.x
    max r5.xyz, r2, c3.x
    min r2.xyz, r5, c5.x
    mul r0.xyz, r0, r2
    mad r0.xyz, r7, r3, r0
    dp3_pp r0.w, r1, r6
    mul r1.xyz, r0.w, c4
    cmp r1.xyz, r0.w, r1, c3.x
    mad r0.xyz, r0, c4.w, r1
    mul r0.xyz, r4, r0
    mul r0.xyz, r0, c19
    mul r0.xyz, r2.w, r0
    mul r0.xyz, r1.w, r0
    cmp oC0.xyz, -r9.w, c3.x, r0
    mov oC0.w, c3.x

// approximately 109 instruction slots used (6 texture, 103 arithmetic)
