//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   float4 DiffuseOverrideParameter;
//   float4 LightColorAndFalloffExponent;
//   float4 MinZ_MaxZRatio;
//   sampler2D PixelTexture2D_0;
//   sampler2D PixelTexture2D_1;
//   samplerCUBE PixelTextureCube_0;
//   sampler2D SceneColorTexture;
//   float4 ScreenPositionScaleBias;
//   float4 SpecularOverrideParameter;
//   float4 UniformPixelScalars_3;
//   float4 UniformPixelScalars_4;
//   float4 UniformPixelVector_0;
//   float4 UniformPixelVector_1;
//   float4 UniformPixelVector_2;
//   float4 UniformPixelVector_3;
//   float4 UniformPixelVector_4;
//   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
//   UniformPixelVector_4         c15      1
//   UniformPixelScalars_3        c16      1
//   UniformPixelScalars_4        c17      1
//   LightColorAndFalloffExponent c18      1
//   SceneColorTexture            s0       1
//   PixelTexture2D_0             s1       1
//   PixelTexture2D_1             s2       1
//   PixelTextureCube_0           s3       1
//

    ps_3_0
    def c3, 0.899999976, 1.5, 2, -1
    def c6, 2.5, 3.5, -9.99999997e-007, 1.20000005
    def c7, 0, 15, 0, 0
    dcl_color v0.xyz
    dcl_color1 v1
    dcl_texcoord v2.xy
    dcl_texcoord4_pp v3.xyz
    dcl_texcoord6 v4.xyz
    dcl_texcoord7 v5
    dcl_2d s0
    dcl_2d s1
    dcl_2d s2
    dcl_cube s3

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

    mov r0.xyw, c3
    mad r0.xy, v2, r0, c13
    texld r1, r0, s1
    mad r0.xyz, r1, c3.z, c3.w
    mul r1.xyz, r0, c16.y
    mov r2.xy, c6
    mad r2.xy, v2, r2, c14
    texld r2, r2, s2
    mad r2.xyz, r2, c3.z, c3.w
    mul r3.xyz, r2, c16.y
    mul r0.xyz, r0, r3
    mad r1.xyz, r2, r1, -r0
    dp3 r1.w, v4, v4
    rsq r1.w, r1.w
    mad r2.x, v4.z, -r1.w, -c3.w
    mul r2.yzw, r1.w, v4.xxyz
    cmp r1.w, r2.w, r2_abs.x, -c3.w
    add r2.x, r1.w, c6.z
    pow r3.x, r1.w, c6.w
    cmp r1.w, r2.x, r3.x, c7.x
    add r2.x, r1.w, c6.z
    pow r3.x, r1.w, c16.z
    cmp r1.w, r2.x, r3.x, c7.x
    mad r0.xyz, r1.w, r1, r0
    mul_pp r0.xyz, r0, c12
    nrm_pp r1.xyz, r0
    dp3 r0.x, r1, r2.yzww
    mul r0.xyz, r0.x, r1
    mad r0.xyz, r0, c3.z, -r2.yzww
    nrm_pp r2.xyz, v1
    nrm_pp r3.xyz, v0
    mul_pp r4.xyz, r2.zxyw, r3.yzxw
    mad_pp r4.xyz, r2.yzxw, r3.zxyw, -r4
    dp3 r2.z, r2, r0
    dp3 r2.x, r3, r0
    mul r3.xyz, r4, v1.w
    dp3 r2.y, r3, r0
    texld r2, r2, s3
    mul r2.xyz, r1.w, r2
    add_sat r1.w, r1.w, c17.x
    mov r2.w, c16.w
    mad r2.xyz, r2.w, r2, c15
    add r3.xyz, -r0.w, -c0
    mul_pp r2.xyz, r2, r3
    mad_pp r2.xyz, r2, c4.w, c4
    nrm_pp r3.xyz, v3
    dp3_sat_pp r0.x, r0, r3
    dp3_sat_pp r0.y, r1, r3
    pow_pp r1.x, r0.x, c7.y
    add r0.x, r0.x, c6.z
    mul_pp r1.xyz, r1.x, c5
    cmp_pp r1.xyz, r0.x, r1, c7.x
    add r0.x, r0.y, c6.z
    cmp_pp r0.x, r0.x, r0.y, c7.x
    mad_pp r0.xyz, r2, r0.x, r1
    mul oC0.xyz, r0, c18
    mul r0.xyz, c9.xyww, v5.y
    mad r0.xyz, c8.xyww, v5.x, r0
    mad r0.xyz, c10.xyww, v5.z, r0
    mad r0.xyz, c11.xyww, v5.w, r0

// Unreal Engine halo fix inserted with DarkStarSword's shadertool.py:
// shadertool.py -i --fix-unreal-ps-halo --stereo-sampler-ps=s15 --only-autofixed CRC32_401287E6_1142.txt
texldl r31, c220.z, s15
add r31.w, r0.z, -r31.y
mad r0.x, r31.w, r31.x, r0.x

    rcp r1.x, r0.z
    mul r0.xy, r0, r1.x
    mad r2.xy, r0, c1, c1.wzzw
    mov r2.zw, c7.x
    texldl r2, r2, s0
    add r0.x, -r0.w, -c2.y
    add r0.x, -r0.x, r2.w
    rcp r0.x, r0.x
    mad r0.x, -c2.x, r0.x, -r0.z
    rcp r0.y, c17.y
    mul_sat r0.x, r0.y, r0.x
    mul_pp oC0.w, r0.x, r1.w

// approximately 87 instruction slots used (5 texture, 82 arithmetic)
