//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   float4 AmbientColorAndSkyFactor;
//   float4 DiffuseOverrideParameter;
//   float4 LightColorAndFalloffExponent;
//   float3 LowerSkyColor;
//   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;
//   float3 UpperSkyColor;
//   float4 WorldIncidentLighting[7];
//
//
// Registers:
//
//   Name                         Reg   Size
//   ---------------------------- ----- ----
//   UniformPixelVector_0         c0       1
//   ScreenPositionScaleBias      c1       1
//   MinZ_MaxZRatio               c2       1
//   DiffuseOverrideParameter     c4       1
//   SpecularOverrideParameter    c5       1
//   WorldIncidentLighting        c8       7
//   UniformPixelVector_1         c15      1
//   UniformPixelVector_2         c16      1
//   UniformPixelVector_3         c17      1
//   UniformPixelVector_4         c18      1
//   UniformPixelScalars_3        c19      1
//   UniformPixelScalars_4        c20      1
//   LightColorAndFalloffExponent c21      1
//   UpperSkyColor                c22      1
//   LowerSkyColor                c23      1
//   AmbientColorAndSkyFactor     c24      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, -0.858085215, 0.247708291, 0.429042608, 0.886227608
    def c25, 0, 0.5, -0.5, 0.858085215
    def c26, 3, -1, -1.02332771, 1.02332771
    def c27, 15, 0, 0, 0
    dcl_texcoord3 v0.xyz
    dcl_texcoord4 v1
    dcl_texcoord6 v2.xyz
    dcl_texcoord7 v3.xyz
    dcl_texcoord5 v4.xyw
    dcl_color v5.xyz
    dcl_color1 v6
    dcl_texcoord v7.xy
    dcl_2d s0
    dcl_2d s1
    dcl_2d s2
    dcl_cube s3

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

// Unreal Engine SceneColorTexture halo fix inserted with DarkStarSword's shadertool.py:
// shadertool.py -i --fix-unreal-halo-sct --only-autofixed --stereo-sampler-ps=s15 CRC32_42EE8C91_1142.txt
mov r30, r30
texldl r31, c220.z, s15
add r31.w, r30.w, -r31.y
mad r30.x, r31.w, r31.x, r30.x

    rcp r0.x, r30.w
    mul r0.xy, r0.x, r30
    mad r0.xy, r0, c1, c1.wzzw
    mov r0.zw, c25.x
    texldl r0, r0, s0
    mov r1.xyw, c3
    add r0.x, -r1.w, -c2.y
    add r0.x, -r0.x, r0.w
    rcp r0.x, r0.x
    mad r0.x, -c2.x, r0.x, -r30.w
    rcp r0.y, c20.y
    mul_sat r0.x, r0.y, r0.x
    dp3 r0.y, v2, v2
    rsq r0.y, r0.y
    mad r0.z, v2.z, -r0.y, -c3.w
    mul r2.xyz, r0.y, v2
    cmp r0.y, r2.z, r0_abs.z, -c3.w
    add r0.z, r0.y, c6.z
    pow r1.z, r0.y, c6.w
    cmp r0.y, r0.z, r1.z, c25.x
    add r0.z, r0.y, c6.z
    pow r1.z, r0.y, c19.z
    cmp r0.y, r0.z, r1.z, c25.x
    add_sat r0.z, r0.y, c20.x
    mul_pp oC0.w, r0.x, r0.z
    mad r0.xz, v7.xyyw, r1.xyyw, c16.xyyw
    texld r3, r0.xzzw, s1
    mad r0.xzw, r3.xyyz, c3.z, c3.w
    mul r1.xyz, r0.xzww, c19.y
    mov r3.xy, c6
    mad r3.xy, v7, r3, c17
    texld r3, r3, s2
    mad r3.xyz, r3, c3.z, c3.w
    mul r4.xyz, r3, c19.y
    mul r0.xzw, r0, r4.xyyz
    mad r1.xyz, r3, r1, -r0.xzww
    mad r0.xzw, r0.y, r1.xyyz, r0
    mul_pp r0.xzw, r0, c15.xyyz
    nrm_pp r1.xyz, r0.xzww
    dp3 r0.x, r1, r2
    mul r0.xzw, r0.x, r1.xyyz
    mad r0.xzw, r0, c3.z, -r2.xyyz
    nrm_pp r2.xyz, v5
    dp3 r3.x, r2, r0.xzww
    nrm_pp r4.xyz, v6
    dp3 r3.z, r4, r0.xzww
    mul_pp r5.xyz, r2.yzxw, r4.zxyw
    mad_pp r5.xyz, r4.yzxw, r2.zxyw, -r5
    dp3_pp r4.y, r4, r1
    dp3_pp r4.z, r2, r1
    mul r2.xyz, r5, v6.w
    dp3 r3.y, r2, r0.xzww
    dp3_pp r4.x, r2, r1
    texld r2, r3, s3
    mul r2.xyz, r0.y, r2
    mov r2.w, c19.w
    mad r2.xyz, r2.w, r2, c18
    add r3.xyz, -r1.w, -c0
    mul_pp r2.xyz, r2, r3
    mad_pp r2.xyz, r2, c4.w, c4
    nrm r3.xyz, v3
    dp3 r0.y, r3, r1
    mad r3.xy, r0.y, c25.yzzw, c25.y
    mul r3.xy, r3, r3
    mul r3.yzw, r2.xxyz, r3.y
    mul r5.xyz, r2, r3.x
    mul r3.xyz, r3.yzww, c23
    mad r3.xyz, r5, c22, r3
    mov_pp r1.w, c24.w
    mad_pp r3.xyz, r3, r1.w, c0
    mul r5.xyz, r4, r4.xyxw
    mad_pp r6.w, r4.z, r4.z, -r5.x
    mul r6.xz, r4, r4.y
    mul r4.xyz, r4, c26.zwzw
    mad r6.y, r5.y, c26.x, c26.y
    mul r4.w, r5.z, c25.w
    mul r5, r6, c7.xyxz
    dp4 r0.y, c10, r5
    dp4 r1.w, c9, r4
    mov r2.w, c7.w
    mad_pp r1.w, c8.x, r2.w, r1.w
    add_pp r6.x, r0.y, r1.w
    dp4 r0.y, c12, r5
    dp4 r1.w, c14, r5
    dp4 r3.w, c11, r4
    dp4 r4.x, c13, r4
    mad_pp r4.x, c8.z, r2.w, r4.x
    add_pp r6.z, r1.w, r4.x
    mad_pp r1.w, c8.y, r2.w, r3.w
    add_pp r6.y, r0.y, r1.w
    max_pp r4.xyz, r6, c25.x
    mad_pp r3.xyz, r2, r4, r3
    nrm_pp r4.xyz, v0
    dp3_sat_pp r0.y, r1, r4
    dp3_sat_pp r0.x, r0.xzww, r4
    add r0.z, r0.y, c6.z
    cmp_pp r0.y, r0.z, r0.y, c25.x
    pow_pp r1.x, r0.x, c27.x
    add r0.x, r0.x, c6.z
    mul_pp r1.xyz, r1.x, c5
    cmp_pp r0.xzw, r0.x, r1.xyyz, c25.x
    mad_pp r0.xyz, r2, r0.y, r0.xzww
    mad_pp r0.xyz, r0, c21, r3
    mad_pp r0.xyz, r2, c24, r0
    mad_pp oC0.xyz, r0, v1.w, v1

// approximately 122 instruction slots used (5 texture, 117 arithmetic)
