//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   float4 DiffuseOverrideParameter;
//   float2 DistanceFadeParameters;
//   sampler2D LightAttenuationTexture;
//   float4 LightColorAndFalloffExponent;
//   sampler2D PixelTexture2D_0;
//   samplerCUBE PixelTextureCube_0;
//   float4 ScreenPositionScaleBias;
//   float4 SpecularOverrideParameter;
//   float4 UniformPixelScalars_0;
//   float4 UniformPixelScalars_1;
//   float4 UniformPixelVector_0;
//   float4x4 ViewProjectionMatrix;
//   bool bEnableDistanceShadowFading;
//   bool bReceiveDynamicShadows;
//
//
// Registers:
//
//   Name                         Reg   Size
//   ---------------------------- ----- ----
//   bReceiveDynamicShadows       b0       1
//   bEnableDistanceShadowFading  b1       1
//   UniformPixelVector_0         c0       1
//   ScreenPositionScaleBias      c1       1
//   DiffuseOverrideParameter     c4       1
//   SpecularOverrideParameter    c5       1
//   ViewProjectionMatrix         c8       4
//   UniformPixelScalars_0        c12      1
//   UniformPixelScalars_1        c13      1
//   LightColorAndFalloffExponent c14      1
//   DistanceFadeParameters       c15      1
//   LightAttenuationTexture      s0       1
//   PixelTexture2D_0             s1       1
//   PixelTextureCube_0           s2       1
//

    ps_3_0
    def c2, 0, 2, 1, -9.99999997e-007
    def c3, 1.5, 0, 0, 0
    dcl_color v0.xyz
    dcl_color1 v1
    dcl_texcoord v2.xy
    dcl_texcoord4_pp v3.xyz
    dcl_texcoord5_pp v4.w
    dcl_texcoord6 v5.xyz
    dcl_texcoord7 v6
    dcl_2d s0
    dcl_2d s1
    dcl_cube s2

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
    dp3 r0.w, v5, v5
    rsq r0.w, r0.w
    mul r3.xyz, r0.w, v5
    nrm_pp r4.xyz, v3
    mad r3.xyw, r3.z, c2.xxzy, -r3.xyzz
    if b0
      mul r5.xyz, c9.xyww, v6.y
      mad r5.xyz, c8.xyww, v6.x, r5
      mad r5.xyz, c10.xyww, v6.z, r5
      mad r5.xyz, c11.xyww, v6.w, r5

// Unreal Engine halo fix inserted with DarkStarSword's shadertool.py:
// shadertool.py -i --fix-unreal-ps-halo --stereo-sampler-ps=s15 --only-autofixed CRC32_1D255462_1266.txt
texldl r31, c220.z, s15
add r31.w, r5.z, -r31.y
mad r5.x, r31.w, r31.x, r5.x

      rcp r1.w, r5.z
      mul r5.xy, r1.w, r5
      mad r5.xy, r5, c1, c1.wzzw
      texld r5, r5, s0
      mul_pp r5.xyz, r5, r5
      if b1
        dp3 r1.w, v6, v6
        rsq r1.w, r1.w
        rcp r1.w, r1.w
        add r1.w, -r1.w, c15.x
        mul_sat_pp r1.w, r1.w, c15.y
        mul_pp r1.w, r1.w, r1.w
        mad_pp r2.w, r5.w, r5.w, -v4.w
        mad_pp r6.xyz, r1.w, r2.w, v4.w
      else
        mov_pp r6.xyz, v4.w
      endif
      mul_pp r5.xyz, r5, r6
    else
      mov_pp r5.xyz, v4.w
    endif
    mul r6.xy, c12.x, v2
    texld r6, r6, s1
    mul_pp r1.w, r6.w, c12.w
    mad_pp r7.xyz, r1.w, c5.w, c5
    mov r8.z, c2.z
    add r8.xyz, r8.z, -c0
    mad r0.w, v5.z, -r0.w, c2.z
    cmp r0.w, r3.z, r0_abs.w, c2.z
    add r1.w, r0.w, c2.w
    pow r2.w, r0.w, c3.x
    dp3 r1.x, r1, r3.xyww
    dp3 r1.y, r2, r3.xyww
    dp3 r1.z, r0, r3.xyww
    texld r0, r1, s2
    mul r0.xyz, r0, r2.w
    mul r0.xyz, r0, r6.w
    mul r0.xyz, r0, c12.z
    cmp r0.xyz, r1.w, r0, c2.x
    add r0.xyz, r0, r6
    mul_pp r0.xyz, r8, r0
    mad_pp r0.xyz, r0, c4.w, c4
    mov_sat_pp r0.w, r4.z
    add r1.x, r0.w, c2.w
    cmp_pp r0.w, r1.x, r0.w, c2.x
    dp3_sat_pp r1.x, r3.xyww, r4
    add r1.y, r1.x, c2.w
    pow_pp r2.x, r1.x, c13.x
    mul_pp r1.xzw, r7.xyyz, r2.x
    cmp_pp r1.xyz, r1.y, r1.xzww, c2.x
    mad_pp r0.xyz, r0, r0.w, r1
    mul_pp r0.xyz, r5, r0
    mul oC0.xyz, r0, c14
    mov oC0.w, c2.x

// approximately 83 instruction slots used (3 texture, 80 arithmetic)
