//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   float4 MinZ_MaxZRatio;
//   sampler2D PixelTexture2D_1;
//   sampler2D PixelTexture2D_2;
//   sampler2D PixelTexture2D_3;
//   sampler2D SceneColorTexture;
//   float4 ScreenPositionScaleBias;
//   float4 UniformPixelScalars_1;
//   float4 UniformPixelScalars_5;
//   float4 UniformPixelVector_5;
//   float4x4 ViewProjectionMatrix;
//
//
// Registers:
//
//   Name                    Reg   Size
//   ----------------------- ----- ----
//   UniformPixelVector_5    c0       1
//   ScreenPositionScaleBias c1       1
//   MinZ_MaxZRatio          c2       1
//   ViewProjectionMatrix    c8       4
//   UniformPixelScalars_1   c12      1
//   UniformPixelScalars_5   c13      1
//   SceneColorTexture       s0       1
//   PixelTexture2D_1        s1       1
//   PixelTexture2D_2        s2       1
//   PixelTexture2D_3        s3       1
//

    ps_3_0
    def c3, 0.5, 1, -0.333299994, 0
    def c4, 10, 2, 0, 0
    dcl_texcoord v0.xy
    dcl_texcoord4 v1
    dcl_2d s0
    dcl_2d s1
    dcl_2d s2
    dcl_2d s3

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

    rcp r0.x, c12.y
    mul r0.yzw, c9.xxyw, v1.y
    mad r0.yzw, c8.xxyw, v1.x, r0
    mad r0.yzw, c10.xxyw, v1.z, r0
    mad r0.yzw, c11.xxyw, 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_7A31624A_0.txt
texldl r31, c220.z, s15
add r31.w, r0.w, -r31.y
mad r0.y, r31.w, r31.x, r0.y

    rcp r1.x, r0.w
    mul r0.yz, r0, r1.x
    mad r1.xy, r0.yzzw, c1, c1.wzzw
    mad r0.xy, r1, r0.x, c0
    add r2.xy, r0, c3.x
    texld r3, r0, s3
    texld r2, r2, s2
    mul r0.x, r3.x, r2.x
    mov r0.y, c3.y
    mad r0.x, c13.x, -r0.x, r0.y
    mul r0.x, r0.x, c13.y
    texld r2, v0, s1
    mad r2, r2.w, r0.x, c3.z
    texkill r2
    dsx r0.x, r0.w
    dsy r0.z, r0.w
    max r2.x, r0_abs.x, r0_abs.z
    min r0.x, r2.x, c4.x
    mov r1.zw, c3.w
    texldl r1, r1, s0
    add r0.y, r0.y, -c2.y
    add r0.y, -r0.y, r1.w
    rcp r0.y, r0.y
    mad r0.y, -c2.x, r0.y, -r0.w
    add r0.y, r0.y, c3.y
    mad r0, r0.x, c4.y, r0.y
    texkill r0
    mov oC0, c3.w

// approximately 36 instruction slots used (5 texture, 31 arithmetic)
