//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   float4 DiffuseOverrideParameter;
//   float2 DistanceFadeParameters;
//   float3 DistanceFieldParameters;
//   sampler2D LightAttenuationTexture;
//   float4 LightColorAndFalloffExponent;
//   sampler2D PixelTexture2D_0;
//   sampler2D PixelTexture2D_1;
//   sampler2D PixelTexture2D_2;
//   sampler2D PixelTexture2D_3;
//   float4 ScreenPositionScaleBias;
//   sampler2D ShadowTexture;
//   float4 SpecularOverrideParameter;
//   float TwoSidedSign;
//   float4 UniformPixelScalars_0;
//   float4 UniformPixelScalars_4;
//   float4 UniformPixelVector_0;
//   float4 UniformPixelVector_1;
//   float4 UniformPixelVector_4;
//   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
//   UniformPixelVector_1         c13      1
//   UniformPixelVector_4         c14      1
//   UniformPixelScalars_0        c15      1
//   UniformPixelScalars_4        c16      1
//   LightColorAndFalloffExponent c17      1
//   DistanceFieldParameters      c18      1
//   DistanceFadeParameters       c19      1
//   LightAttenuationTexture      s0       1
//   PixelTexture2D_0             s1       1
//   PixelTexture2D_1             s2       1
//   PixelTexture2D_2             s3       1
//   PixelTexture2D_3             s4       1
//   ShadowTexture                s5       1
//

    ps_3_0
    def c2, 2, -1, 1, 0.5
    def c3, -0.100000001, -9.99999997e-007, 15, 0
    dcl_texcoord v0.xy
    dcl_texcoord1 v1.xy
    dcl_texcoord4_pp v2.xyz
    dcl_texcoord6 v3.xyz
    dcl_texcoord7 v4
    dcl vFace
    dcl_2d s0
    dcl_2d s1
    dcl_2d s2
    dcl_2d s3
    dcl_2d s4
    dcl_2d s5

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

    mul r0.xyz, c9.xyww, v4.y
    mad r0.xyz, c8.xyww, v4.x, r0
    mad r0.xyz, c10.xyww, v4.z, r0
    mad r0.xyz, c11.xyww, v4.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_4BA67CEE_400.txt
texldl r31, c220.z, s15
add r31.w, r0.z, -r31.y
mad r0.x, r31.w, r31.x, r0.x

    nrm r1.xyz, v3
    nrm_pp r2.xyz, v2
    texld r3, v1, s1
    mad r3.xyz, r3, c2.x, c2.y
    mul_pp r3.xyz, r3, c13
    nrm_pp r4.xyz, r3
    cmp r0.w, vFace, c2.y, c2.z
    mul r0.w, r0.w, c0.x
    mul_pp r3.xyz, r0.w, r4
    dp3 r0.w, r3, r1
    mul r4.xyz, r0.w, r3
    mad r1.xyz, r4, c2.x, -r1
    texld_pp r4, v0, s5
    add r0.w, r4.x, c18.x
    mul_sat_pp r0.w, r0.w, c18.y
    log r0.w, r0.w
    mul r0.w, r0.w, c18.z
    exp_pp r4.xyz, r0.w
    rcp r0.z, r0.z
    mul r0.xy, r0.z, r0
    mad r0.xy, r0, c1, c1.wzzw
    rcp r0.z, c15.y
    mad r0.zw, r0.xyxy, r0.z, c14.xyxy
    add r5.xy, r0.zwzw, c2.w
    texld r5, r5, s3
    texld r6, r0.zwzw, s4
    mul r0.z, r5.x, r6.x
    mov r5.z, c2.z
    mad r0.z, c16.x, -r0.z, r5.z
    mov r5.x, c3.x
    mad r6, c16.y, r0.z, r5.x
    texkill r6
    if b0
      texld r0, r0, s0
      mul_pp r0.xyz, r0, r0
      if b1
        dp3 r1.w, v4, v4
        rsq r1.w, r1.w
        rcp r1.w, r1.w
        add r1.w, -r1.w, c19.x
        mul_sat_pp r1.w, r1.w, c19.y
        mul_pp r1.w, r1.w, r1.w
        mad_pp r0.w, r0.w, r0.w, -r4.z
        mad_pp r5.xyw, r1.w, r0.w, r4.z
      else
        mov_pp r5.xyw, r4.z
      endif
      mul_pp r4.xyz, r0, r5.xyww
    endif
    add r0.xyz, r5.z, -c12
    mul r5.xy, c15.x, v1
    texld r5, r5, s2
    mul_pp r0.xyz, r0, r5
    mad_pp r0.xyz, r0, c4.w, c4
    dp3_sat_pp r0.w, r3, r2
    add r1.w, r0.w, c3.y
    dp3_sat_pp r1.x, r1, r2
    add r1.y, r1.x, c3.y
    pow_pp r2.x, r1.x, c3.z
    mul r0.xyz, r0.w, r0
    cmp r0.xyz, r1.w, r0, c3.w
    mul_pp r1.xzw, r2.x, c5.xyyz
    cmp_pp r1.xyz, r1.y, r1.xzww, c3.w
    add_pp r0.xyz, r0, r1
    mul_pp r0.xyz, r4, r0
    mul oC0.xyz, r0, c17
    mov_pp oC0.w, c3.w

// approximately 83 instruction slots used (6 texture, 77 arithmetic)
