//
// 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;
//   sampler2D ShadowTexture;
//   float4 SpecularOverrideParameter;
//   float4 UniformPixelVector_0;
//   float4x4 ViewProjectionMatrix;
//   bool bEnableDistanceShadowFading;
//   bool bReceiveDynamicShadows;
//
//
// Registers:
//
//   Name                         Reg   Size
//   ---------------------------- ----- ----
//   bReceiveDynamicShadows       b0       1
//   bEnableDistanceShadowFading  b1       1
//   UniformPixelVector_0         c0       1
//   ScreenPositionScaleBias      c1       1
//   DiffuseOverrideParameter     c4       1
//   SpecularOverrideParameter    c5       1
//   ViewProjectionMatrix         c8       4
//   LightColorAndFalloffExponent c12      1
//   DistanceFadeParameters       c13      1
//   LightAttenuationTexture      s0       1
//   PixelTexture2D_0             s1       1
//   ShadowTexture                s2       1
//

    ps_3_0
    def c2, 0, 2, -0.333299994, 1
    def c3, -9.99999997e-007, 15, 0, 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

    nrm r0.xyz, v3
    nrm_pp r1.xyz, v2
    mad r0.xyz, r0.z, c2.xxyw, -r0
    texld_pp r2, v0, s2
    texld r3, v1, s1
    add r4, r3.w, c2.z
    texkill r4
    if b0
      mul r2.yzw, c9.xxyw, v4.y
      mad r2.yzw, c8.xxyw, v4.x, r2
      mad r2.yzw, c10.xxyw, v4.z, r2
      mad r2.yzw, c11.xxyw, v4.w, r2

// Unreal Engine halo fix inserted with DarkStarSword's shadertool.py:
// shadertool.py -i --fix-unreal-ps-halo --stereo-sampler-ps=s15 --only-autofixed CRC32_66CE8F54_0.txt
texldl r31, c220.z, s15
add r31.w, r2.w, -r31.y
mad r2.y, r31.w, r31.x, r2.y

      rcp r0.w, r2.w
      mul r2.yz, r0.w, r2
      mad r2.yz, r2, c1.xxyw, c1.xwzw
      texld r4, r2.yzzw, s0
      mul_pp r2.yzw, r4.xxyz, r4.xxyz
      if b1
        dp3 r0.w, v4, v4
        rsq r0.w, r0.w
        rcp r0.w, r0.w
        add r0.w, -r0.w, c13.x
        mul_sat_pp r0.w, r0.w, c13.y
        mul_pp r0.w, r0.w, r0.w
        mad_pp r1.w, r4.w, r4.w, -r2.x
        mad_pp r4.xyz, r0.w, r1.w, r2.x
      else
        mov_pp r4.xyz, r2.x
      endif
      mul_pp r2.yzw, r2, r4.xxyz
    else
      mov_pp r2.yzw, r2.x
    endif
    mov_pp r0.w, c2.w
    add r4.xyz, r0.w, -c0
    mul_pp r3.xyz, r3, r4
    mad_pp r3.xyz, r3, c4.w, c4
    mov_sat_pp r0.w, r1.z
    add r1.w, r0.w, c3.x
    dp3_sat_pp r0.x, r0, r1
    add r0.y, r0.x, c3.x
    pow_pp r1.x, r0.x, c3.y
    mul r0.xzw, r0.w, r3.xyyz
    cmp r0.xzw, r1.w, r0, c2.x
    mul_pp r1.xyz, r1.x, c5
    cmp_pp r1.xyz, r0.y, r1, c2.x
    add_pp r0.xyz, r0.xzww, r1
    mul_pp r0.xyz, r2.yzww, r0
    mul oC0.xyz, r0, c12
    mov oC0.w, c2.x

// approximately 60 instruction slots used (3 texture, 57 arithmetic)
