//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   float4 DiffuseOverrideParameter;
//   float4 LightColorAndFalloffExponent;
//   sampler2D PixelTexture2D_0;
//   sampler2D PixelTexture2D_12;
//   sampler2D PixelTexture2D_13;
//   sampler2D PixelTexture2D_14;
//   sampler2D PixelTexture2D_4;
//   float4 ScreenPositionScaleBias;
//   float4 SpecularOverrideParameter;
//   float4 UniformPixelScalars_12;
//   float4 UniformPixelScalars_8;
//   float4 UniformPixelVector_8;
//   float4x4 ViewProjectionMatrix;
//
//
// Registers:
//
//   Name                         Reg   Size
//   ---------------------------- ----- ----
//   UniformPixelVector_8         c0       1
//   ScreenPositionScaleBias      c1       1
//   DiffuseOverrideParameter     c4       1
//   SpecularOverrideParameter    c5       1
//   ViewProjectionMatrix         c8       4
//   UniformPixelScalars_8        c12      1
//   UniformPixelScalars_12       c13      1
//   LightColorAndFalloffExponent c14      1
//   PixelTexture2D_0             s0       1
//   PixelTexture2D_4             s1       1
//   PixelTexture2D_12            s2       1
//   PixelTexture2D_13            s3       1
//   PixelTexture2D_14            s4       1
//

    ps_3_0
    def c2, 2, -1, -9.99999997e-007, 0
    def c3, 1.25, 0.5, -0.0500000007, 0
    dcl_texcoord v0.xy
    dcl_texcoord4_pp v1.xyz
    dcl_texcoord6 v2.xyz
    dcl_texcoord7 v3
    dcl_2d s0
    dcl_2d s1
    dcl_2d s2
    dcl_2d s3
    dcl_2d s4

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

    texld r0, v0, s0
    mad_pp r0.xyz, r0, c2.x, c2.y
    nrm_pp r1.xyz, r0
    nrm r0.xyz, v2
    dp3 r0.w, r1, r0
    mul r2.xyz, r0.w, r1
    mad r0.xyz, r2, c2.x, -r0
    nrm_pp r2.xyz, v1
    dp3_sat_pp r0.x, r0, r2
    dp3_sat_pp r0.y, r1, r2
    add r0.x, r0.x, c2.z
    mov r1.yw, c2
    cmp_pp r0.xzw, r0.x, c5.xyyz, r1.w
    add r1.x, r0.y, c2.z
    mul r2.xyz, r0.y, c4
    cmp r1.xzw, r1.x, r2.xyyz, c2.w
    add_pp r0.xyz, r0.xzww, r1.xzww
    mul oC0.xyz, r0, c14
    mul r0.xyz, c9.xyww, v3.y
    mad r0.xyz, c8.xyww, v3.x, r0
    mad r0.xyz, c10.xyww, v3.z, r0
    mad r0.xyz, c11.xyww, v3.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_7AB60EE1_1142.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
    mad r0.zw, r0.xyxy, c3.x, c3.y
    mul r0.xy, r0, c3.x
    texld r2, r0, s3
    texld r0, r0.zwzw, s2
    mul r0.x, r2.x, r0.x
    texld r2, v0, s4
    add r0.y, -r2.x, -c2.y
    mul r0.x, r0.y, r0.x
    mad r0.x, c13.x, -r0.x, -r1.y
    mov r0.z, c3.z
    add r0.y, r0.z, c12.y
    cmp r0.y, r0.y, c2_abs.w, c2_abs.y
    add_sat r0.x, r0.y, r0.x
    mul r0.x, r0.x, c13.y
    texld r1, v0, s1
    mad_sat_pp oC0.w, r1.w, r0.x, c13.z

// approximately 49 instruction slots used (5 texture, 44 arithmetic)
