//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   float4 DiffuseOverrideParameter;
//   float3 DistanceFieldParameters;
//   float4 LightColorAndFalloffExponent;
//   float4 MinZ_MaxZRatio;
//   sampler2D PixelTexture2D_0;
//   sampler2D SceneColorTexture;
//   float4 ScreenPositionScaleBias;
//   sampler2D ShadowTexture;
//   float4 SpecularOverrideParameter;
//   float4 UniformPixelScalars_2;
//   float4 UniformPixelVector_0;
//   float4 UniformPixelVector_1;
//   float4 UniformPixelVector_2;
//   float4 UniformPixelVector_3;
//   float4x4 ViewProjectionMatrix;
//
//
// Registers:
//
//   Name                         Reg   Size
//   ---------------------------- ----- ----
//   UniformPixelVector_0         c0       1
//   ScreenPositionScaleBias      c1       1
//   MinZ_MaxZRatio               c2       1
//   DiffuseOverrideParameter     c4       1
//   SpecularOverrideParameter    c5       1
//   ViewProjectionMatrix         c8       4
//   UniformPixelVector_1         c12      1
//   UniformPixelVector_2         c13      1
//   UniformPixelVector_3         c14      1
//   UniformPixelScalars_2        c15      1
//   LightColorAndFalloffExponent c16      1
//   DistanceFieldParameters      c17      1
//   SceneColorTexture            s0       1
//   PixelTexture2D_0             s1       1
//   ShadowTexture                s2       1
//

    ps_3_0
    def c3, 1.5, 3, 0.75, 2
    def c6, 0, 2, 1, 1.5
    def c7, -9.99999997e-007, 15, 1.20000005, 0
    dcl_texcoord v0.xy
    dcl_texcoord1 v1.xy
    dcl_texcoord4_pp v2.xyz
    dcl_texcoord6 v3.xyz
    dcl_texcoord7 v4
    dcl_2d s0
    dcl_2d s1
    dcl_2d s2

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

    texld_pp r0, v0, s2
    add r0.x, r0.x, c17.x
    mul_sat_pp r0.x, r0.x, c17.y
    pow_pp r1.x, r0.x, c17.z
    dp3 r0.x, v3, v3
    rsq r0.x, r0.x
    mul r0.yzw, r0.x, v3.xxyz
    mad r0.x, v3.z, -r0.x, c6.z
    cmp r0.x, r0.w, r0_abs.x, c6.z
    mad r0.yzw, r0.w, c6.xxxy, -r0
    nrm_pp r2.xyz, v2
    dp3_sat_pp r0.z, r0.yzww, r2
    add r0.y, -r0_abs.y, c6.z
    mov_sat_pp r0.w, r2.z
    pow_pp r1.y, r0.z, c7.y
    add r0.z, r0.z, c7.x
    mul_pp r1.yzw, r1.y, c5.xxyz
    cmp_pp r1.yzw, r0.z, r1, c6.x
    add r0.z, r0.w, c7.x
    mov r2.zw, c6
    add r3.xyz, r2.z, -c0
    mov r4, c3
    mad r2.xy, v1, r4, c12
    texld r5, r2, s1
    mad r2.xy, v1, r2.w, c13
    texld r6, r2, s1
    mad r2.xy, v1, r4.zwzw, c14
    texld r4, r2, s1
    add r2.xyw, r4.xyzz, r6.xyzz
    add r2.xyw, r2, r5.xyzz
    mul_pp r2.xyw, r3.xyzz, r2
    mad_pp r2.xyw, r2, c4.w, c4.xyzz
    mul r2.xyw, r0.w, r2
    cmp r2.xyw, r0.z, r2, c6.x
    add_pp r1.yzw, r1, r2.xxyw
    mul_pp r1.xyz, r1.x, r1.yzww
    mul oC0.xyz, r1, c16
    mul r0.z, r6_abs.w, r6_abs.w
    mul r0.z, r0.z, r0.z
    mul r0.z, r0.z, r6_abs.w
    add r0.w, r6_abs.w, c7.x
    cmp r0.z, r0.w, r0.z, c6.x
    mul r0.w, r4_abs.w, r4_abs.w
    mul r0.w, r0.w, r0.w
    mul r0.w, r0.w, r4_abs.w
    add r1.x, r4_abs.w, c7.x
    cmp r0.w, r1.x, r0.w, c6.x
    lrp r1.x, r0.z, r0.w, r0.z
    add r0.z, r0.x, c7.x
    pow r1.y, r0.x, c7.z
    cmp r0.x, r0.z, r1.y, c6.x
    add r0.x, r0.x, c15.y
    mul r1.yzw, c9.xxyw, v4.y
    mad r1.yzw, c8.xxyw, v4.x, r1
    mad r1.yzw, c10.xxyw, v4.z, r1
    mad r1.yzw, c11.xxyw, v4.w, r1

// Unreal Engine halo fix inserted with DarkStarSword's shadertool.py:
// shadertool.py -i --fix-unreal-ps-halo --stereo-sampler-ps=s15 --only-autofixed CRC32_35DFDD1D_1070.txt
texldl r31, c220.z, s15
add r31.w, r1.w, -r31.y
mad r1.y, r31.w, r31.x, r1.y

    rcp r0.z, r1.w
    mul r0.zw, r0.z, r1.xyyz
    mad r3.xy, r0.zwzw, c1, c1.wzzw
    mov r3.zw, c6.x
    texldl r3, r3, s0
    add r0.z, r2.z, -c2.y
    add r0.z, -r0.z, r3.w
    rcp r0.z, r0.z
    mad r0.z, -c2.x, r0.z, -r1.w
    rcp r0.w, c15.z
    mul_sat r0.z, r0.w, r0.z
    mad r0.x, r0.x, r0.z, r1.x
    mul_pp oC0.w, r0.y, r0.x

// approximately 78 instruction slots used (6 texture, 72 arithmetic)
