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

    ps_3_0
    def c2, -1, 1, 0, 2
    def c3, -0.333299994, -9.99999997e-007, 15, 0
    dcl_texcoord v0.xy
    dcl_texcoord4_pp v1.xyz
    dcl_texcoord5_pp v2.w
    dcl_texcoord6 v3.xyz
    dcl_texcoord7 v4
    dcl vFace
    dcl_2d s0
    dcl_2d s1

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

    nrm r0.xyz, v3
    nrm_pp r1.xyz, v1
    cmp r0.w, vFace, c2.x, c2.y
    mul_pp r0.w, r0.w, c0.x
    mul r2.xy, r0.z, r0.w
    mul r2.z, r0.w, r2.y
    mad r0.xyz, r2, c2.zzww, -r0
    texld r2, v0, s1
    add r3, r2.w, c3.x
    texkill r3
    if b0
      mul r3.xyz, c9.xyww, v4.y
      mad r3.xyz, c8.xyww, v4.x, r3
      mad r3.xyz, c10.xyww, v4.z, r3
      mad r3.xyz, c11.xyww, v4.w, r3

// Unreal Engine halo fix inserted with DarkStarSword's shadertool.py:
// shadertool.py -i --fix-unreal-ps-halo --stereo-sampler-ps=s15 --only-autofixed CRC32_3FAEE844_0.txt
texldl r31, c220.z, s15
add r31.w, r3.z, -r31.y
mad r3.x, r31.w, r31.x, r3.x

      rcp r1.w, r3.z
      mul r3.xy, r1.w, r3
      mad r3.xy, r3, c1, c1.wzzw
      texld r3, r3, s0
      mul_pp r3.xyz, r3, r3
      if b1
        dp3 r1.w, v4, v4
        rsq r1.w, r1.w
        rcp r1.w, r1.w
        add r1.w, -r1.w, c14.x
        mul_sat_pp r1.w, r1.w, c14.y
        mul_pp r1.w, r1.w, r1.w
        mad_pp r2.w, r3.w, r3.w, -v2.w
        mad_pp r4.xyz, r1.w, r2.w, v2.w
      else
        mov_pp r4.xyz, v2.w
      endif
      mul_pp r3.xyz, r3, r4
    else
      mov_pp r3.xyz, v2.w
    endif
    mov_pp r4.y, c2.y
    add r4.xyz, r4.y, -c12
    mul_pp r2.xyz, r2, r4
    mad_pp r2.xyz, r2, c4.w, c4
    mul_sat_pp r0.w, r1.z, r0.w
    add r1.w, r0.w, c3.y
    dp3_sat_pp r0.x, r0, r1
    add r0.y, r0.x, c3.y
    pow_pp r1.x, r0.x, c3.z
    mul r0.xzw, r0.w, r2.xyyz
    cmp r0.xzw, r1.w, r0, c2.z
    mul_pp r1.xyz, r1.x, c5
    cmp_pp r1.xyz, r0.y, r1, c2.z
    add_pp r0.xyz, r0.xzww, r1
    mul_pp r0.xyz, r3, r0
    mul oC0.xyz, r0, c13
    mov oC0.w, c2.z

// approximately 63 instruction slots used (2 texture, 61 arithmetic)
