//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   float4 DiffuseOverrideParameter;
//   float2 DistanceFadeParameters;
//   sampler2D HeightmapTexture;
//   sampler2D LightAttenuationTexture;
//   float4 LightColorAndFalloffExponent;
//   float3x3 LocalToWorldNoScaling;
//   float4 ScreenPositionScaleBias;
//   float4 SpecularOverrideParameter;
//   float4 UniformPixelVector_0;
//   float4 UniformPixelVector_1;
//   float4x4 ViewProjectionMatrix;
//   bool bEnableDistanceShadowFading;
//   bool bReceiveDynamicShadows;
//
//
// Registers:
//
//   Name                         Reg   Size
//   ---------------------------- ----- ----
//   bReceiveDynamicShadows       b0       1
//   bEnableDistanceShadowFading  b1       1
//   UniformPixelVector_0         c0       1
//   ScreenPositionScaleBias      c1       1
//   DiffuseOverrideParameter     c4       1
//   SpecularOverrideParameter    c5       1
//   ViewProjectionMatrix         c8       4
//   LocalToWorldNoScaling        c12      3
//   UniformPixelVector_1         c15      1
//   LightColorAndFalloffExponent c16      1
//   DistanceFadeParameters       c17      1
//   LightAttenuationTexture      s0       1
//   HeightmapTexture             s1       1
//

    ps_3_0
    def c2, 2, -1, 1, 0
    def c3, 0.300000012, 0.589999974, 0.109999999, -9.99999997e-007
    def c6, 15, 0, 0, 0
    dcl_texcoord1 v0.xy
    dcl_texcoord4 v1.xyz
    dcl_texcoord6 v2.xyz
    dcl_texcoord7 v3
    dcl_2d s0
    dcl_2d s1

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

    texld r0, v0, s1
    mad r0.xy, r0.zwzw, c2.x, c2.y
    dp2add r1.x, r0, -r0, c2.z
    max r2.x, r1.x, c2.w
    rsq r1.x, r2.x
    rcp r0.z, r1.x
    mov r0.w, -r0.x
    dp2add r1.x, r0.zwzw, r0.zwzw, c2.w
    rsq r1.x, r1.x
    mul r1.yz, r0.xwzw, r1.x
    mov r1.x, c2.w
    mul r2.xyz, r0.zxyw, r1
    mad r2.xyz, r0.yzxw, r1.yzxw, -r2
    nrm r3.xyz, v1
    dp2add_pp r4.x, r1.zyzw, r3.xzzw, c2.w
    dp3_pp r4.y, r2, r3
    dp3_pp r4.z, r0, r3
    nrm r3.xyz, v2
    dp2add r1.x, r1.zyzw, r3.xzzw, c2.w
    dp3 r1.y, r2, r3
    dp3 r1.z, r0, r3
    mul r2.xyz, r0.y, c13
    mad r0.xyw, c12.xyzz, r0.x, r2.xyzz
    mad r0.xyz, c14, r0.z, r0.xyww
    nrm r2.xyz, r1
    nrm_pp r1.xyz, r4
    mad r2.xyz, r2.z, c2.wwxw, -r2
    if b0
      mul r3.xyz, c9.xyww, v3.y
      mad r3.xyz, c8.xyww, v3.x, r3
      mad r3.xyz, c10.xyww, v3.z, r3
      mad r3.xyz, c11.xyww, v3.w, r3

// Unreal Engine halo fix inserted with DarkStarSword's shadertool.py:
// shadertool.py -i --fix-unreal-ps-halo --stereo-sampler-ps=s15 --only-autofixed CRC32_83069D53_0.txt
texldl r31, c220.z, s15
add r31.w, r3.z, -r31.y
mad r3.x, r31.w, r31.x, r3.x

      rcp r0.w, r3.z
      mul r3.xy, r0.w, r3
      mad r3.xy, r3, c1, c1.wzzw
      texld r3, r3, s0
      mul_pp r3.xyz, r3, r3
      if b1
        dp3 r0.w, v3, v3
        rsq r0.w, r0.w
        rcp r0.w, r0.w
        add r0.w, -r0.w, c17.x
        mul_sat_pp r0.w, r0.w, c17.y
        mul_pp r0.w, r0.w, r0.w
        mad_pp r1.w, r3.w, r3.w, c2.y
        mad_pp r4.xyz, r0.w, r1.w, c2.z
      else
        mov_pp r4.xyz, c2.z
      endif
      mul_pp r3.xyz, r3, r4
    else
      mov_pp r3.xyz, c2.z
    endif
    mov_pp r4.z, c2.z
    add r4.xyz, r4.z, -c0
    dp3 r0.x, r0_abs, c3
    mul r0.xyz, r0.x, c15
    mul_pp r0.xyz, r4, r0
    mad_pp r0.xyz, r0, c4.w, c4
    mov_sat_pp r0.w, r1.z
    add r1.w, r0.w, c3.w
    cmp_pp r0.w, r1.w, r0.w, c2.w
    dp3_sat_pp r1.x, r2, r1
    add r1.y, r1.x, c3.w
    pow_pp r2.x, r1.x, c6.x
    mul_pp r1.xzw, r2.x, c5.xyyz
    cmp_pp r1.xyz, r1.y, r1.xzww, c2.w
    mad_pp r0.xyz, r0, r0.w, r1
    mul_pp r0.xyz, r3, r0
    mul oC0.xyz, r0, c16
    mov oC0.w, c2.w

// approximately 89 instruction slots used (2 texture, 87 arithmetic)
