//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   float4 DiffuseOverrideParameter;
//   float4 LightColorAndFalloffExponent;
//   sampler2D PixelTexture2D_0;
//   sampler2D PixelTexture2D_1;
//   float4 ScreenPositionScaleBias;
//   float4 SpecularOverrideParameter;
//   float TwoSidedSign;
//   float4 UniformPixelScalars_0;
//   float4 UniformPixelScalars_1;
//   float4 UniformPixelScalars_4;
//   float4 UniformPixelScalars_5;
//   float4 UniformPixelVector_0;
//   float4 UniformPixelVector_3;
//   float4x4 ViewProjectionMatrix;
//
//
// Registers:
//
//   Name                         Reg   Size
//   ---------------------------- ----- ----
//   TwoSidedSign                 c0       1
//   ScreenPositionScaleBias      c1       1
//   DiffuseOverrideParameter     c4       1
//   SpecularOverrideParameter    c5       1
//   ViewProjectionMatrix         c8       4
//   UniformPixelVector_0         c12      1
//   UniformPixelVector_3         c13      1
//   UniformPixelScalars_0        c14      1
//   UniformPixelScalars_1        c15      1
//   UniformPixelScalars_4        c16      1
//   UniformPixelScalars_5        c17      1
//   LightColorAndFalloffExponent c18      1
//   PixelTexture2D_0             s0       1
//   PixelTexture2D_1             s1       1
//

    ps_3_0
    def c2, -1, 1, 0, 2
    def c3, -9.99999997e-007, 0, 0, 0
    dcl_texcoord v0.xy
    dcl_texcoord4_pp v1.xyz
    dcl_texcoord5_pp v2.w
    dcl_texcoord6 v3.xyz
    dcl_texcoord7 v4
    dcl vFace
    dcl_2d s0
    dcl_2d s1

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

    cmp r0.x, vFace, c2.x, c2.y
    mul_pp r0.x, r0.x, c0.x
    nrm r1.xyz, v3
    mul r2.xy, r0.x, r1.z
    mul r2.z, r0.x, r2.y
    mad r0.yzw, r2.xxyz, c2.xzzw, -r1.xxyz
    nrm_pp r1.xyz, v1
    dp3_sat_pp r0.y, r0.yzww, r1
    mul_sat_pp r0.x, r0.x, r1.z
    add r0.z, r0.y, c3.x
    pow_pp r1.x, r0.y, c14.z
    texld r2, v0, s0
    mul_pp r1.yzw, r2.xxyz, c14.y
    mad_pp r1.yzw, r1, c5.w, c5.xxyz
    mul_pp r1.xyz, r1.yzww, r1.x
    cmp_pp r0.yzw, r0.z, r1.xxyz, c2.z
    mov r1.y, c2.y
    add r1.xzw, r1.y, -c12.xyyz
    mul_pp r1.xzw, r1, r2.xyyz
    add r2.x, r2.w, c14.w
    mad_pp r1.xzw, r1, c4.w, c4.xyyz
    mul r1.xzw, r0.x, r1
    add r0.x, r0.x, c3.x
    cmp r1.xzw, r0.x, r1, c2.z
    add_pp r0.xyz, r0.yzww, r1.xzww
    mul_pp r0.xyz, r0, v2.w
    mul oC0.xyz, r0, c18
    mul r0.xyz, c9.xyww, v4.y
    mad r0.xyz, c8.xyww, v4.x, r0
    mad r0.xyz, c10.xyww, v4.z, r0
    mad r0.xyz, c11.xyww, v4.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_7C34A451_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, c15.x
    mad r0.xy, r0, r0.z, c13
    texld r0, r0, s1
    mad r0.x, c16.w, -r0.x, r1.y
    mul r0.x, r0.x, c17.x
    mul_pp oC0.w, r0.x, r2.x

// approximately 46 instruction slots used (2 texture, 44 arithmetic)
