//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   float4 MinZ_MaxZRatio;
//   sampler2D PixelTexture2D_0;
//   sampler2D SceneColorTexture;
//   float4 ScreenPositionScaleBias;
//
//
// Registers:
//
//   Name                    Reg   Size
//   ----------------------- ----- ----
//   ScreenPositionScaleBias c1       1
//   MinZ_MaxZRatio          c2       1
//   SceneColorTexture       s0       1
//   PixelTexture2D_0        s1       1
//

    ps_3_0
    def c0, -0.333299994, 0, 1, 10
    def c3, 2, 0, 0, 0
    dcl_color v0.w
    dcl_texcoord v1.xy
    dcl_texcoord4 v2.xyw
    dcl_2d s0
    dcl_2d s1

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_73C54B29_1027.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

    texld r0, v1, s1
    mad r0, v0.w, r0.w, c0.x
    texkill r0
    rcp r0.x, r30.w
    mul r0.xy, r0.x, r30
    mad r0.xy, r0, c1, c1.wzzw
    mov r0.zw, c0.y
    texldl r0, r0, s0
    mov r0.z, c0.z
    add r0.x, r0.z, -c2.y
    add r0.x, -r0.x, r0.w
    rcp r0.x, r0.x
    mad r0.x, -c2.x, r0.x, -r30.w
    add r0.x, r0.x, c0.z
    dsx r0.y, r30.w
    dsy r0.z, r30.w
    max r1.x, r0_abs.y, r0_abs.z
    min r0.y, r1.x, c0.w
    mad r0, r0.y, c3.x, r0.x
    texkill r0
    mov oC0, c0.y

// approximately 24 instruction slots used (3 texture, 21 arithmetic)
