//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   float4 HitProxyId;
//   sampler2D PixelTexture2D_1;
//   sampler2D PixelTexture2D_2;
//   sampler2D PixelTexture2D_3;
//   float4 ScreenPositionScaleBias;
//   float4 UniformPixelScalars_1;
//   float4 UniformPixelScalars_5;
//   float4 UniformPixelVector_5;
//   float4x4 ViewProjectionMatrix;
//
//
// Registers:
//
//   Name                    Reg   Size
//   ----------------------- ----- ----
//   UniformPixelVector_5    c0       1
//   ScreenPositionScaleBias c1       1
//   ViewProjectionMatrix    c8       4
//   UniformPixelScalars_1   c12      1
//   UniformPixelScalars_5   c13      1
//   HitProxyId              c14      1
//   PixelTexture2D_1        s0       1
//   PixelTexture2D_2        s1       1
//   PixelTexture2D_3        s2       1
//

    ps_3_0
    def c2, 0.5, 1, -0.333299994, 0
    dcl_texcoord v0.xy
    dcl_texcoord6 v1
    dcl_2d s0
    dcl_2d s1
    dcl_2d s2

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

    mul r0.xyz, c9.xyww, v1.y
    mad r0.xyz, c8.xyww, v1.x, r0
    mad r0.xyz, c10.xyww, v1.z, r0
    mad r0.xyz, c11.xyww, v1.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_756DA538_0.txt
texldl r31, c220.z, s15
add r31.w, r0.z, -r31.y
mad r0.x, r31.w, r31.x, r0.x

    rcp r0.z, r0.z
    mul r0.xy, r0.z, r0
    mad r0.xy, r0, c1, c1.wzzw
    rcp r0.z, c12.y
    mad r0.xy, r0, r0.z, c0
    add r0.zw, r0.xyxy, c2.x
    texld r1, r0, s2
    texld r0, r0.zwzw, s1
    mul r0.x, r1.x, r0.x
    mov r0.y, c2.y
    mad r0.x, c13.x, -r0.x, r0.y
    mul r0.x, r0.x, c13.y
    texld r1, v0, s0
    mad r0, r1.w, r0.x, c2.z
    texkill r0
    mov oC0, c14

// approximately 20 instruction slots used (3 texture, 17 arithmetic)
