//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   float4 DiffuseOverrideParameter;
//   float2 DistanceFadeParameters;
//   sampler2D LightAttenuationTexture;
//   float4 LightColorAndFalloffExponent;
//   sampler2D PixelTexture2D_0;
//   sampler2D PixelTexture2D_1;
//   sampler2D PixelTexture2D_2;
//   samplerCUBE PixelTextureCube_0;
//   float4 ScreenPositionScaleBias;
//   sampler2D ShadowTexture;
//   float4 SpecularOverrideParameter;
//   float4 UniformPixelScalars_0;
//   float4 UniformPixelScalars_1;
//   float4 UniformPixelScalars_4;
//   float4 UniformPixelScalars_5;
//   float4 UniformPixelVector_0;
//   float4 UniformPixelVector_3;
//   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
//   UniformPixelVector_3         c12      1
//   UniformPixelScalars_0        c13      1
//   UniformPixelScalars_1        c14      1
//   UniformPixelScalars_4        c15      1
//   UniformPixelScalars_5        c16      1
//   LightColorAndFalloffExponent c17      1
//   DistanceFadeParameters       c18      1
//   LightAttenuationTexture      s0       1
//   PixelTexture2D_0             s1       1
//   PixelTexture2D_1             s2       1
//   PixelTexture2D_2             s3       1
//   PixelTextureCube_0           s4       1
//   ShadowTexture                s5       1
//

    ps_3_0
    def c2, 0, 2, 0.5, 1
    def c3, -0.333000004, -9.99999997e-007, 1.5, 0
    dcl_color v0.xyz
    dcl_color1 v1
    dcl_texcoord v2.xy
    dcl_texcoord1 v3.xy
    dcl_texcoord4_pp v4.xyz
    dcl_texcoord6 v5.xyz
    dcl_texcoord7 v6
    dcl_2d s0
    dcl_2d s1
    dcl_2d s2
    dcl_2d s3
    dcl_cube s4
    dcl_2d s5

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

    nrm_pp r0.xyz, v1
    nrm_pp r1.xyz, v0
    mul_pp r2.xyz, r0.zxyw, r1.yzxw
    mad_pp r2.xyz, r0.yzxw, r1.zxyw, -r2
    mul r2.xyz, r2, v1.w
    mul r3.xyz, c9.xyww, v6.y
    mad r3.xyz, c8.xyww, v6.x, r3
    mad r3.xyz, c10.xyww, v6.z, r3
    mad r3.xyz, c11.xyww, v6.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_9FC13F3C_1384.txt
texldl r31, c220.z, s15
add r31.w, r3.z, -r31.y
mad r3.x, r31.w, r31.x, r3.x

    dp3 r0.w, v5, v5
    rsq r0.w, r0.w
    mul r4.xyz, r0.w, v5
    nrm_pp r5.xyz, v4
    mad r4.xyw, r4.z, c2.xxzy, -r4.xyzz
    texld_pp r6, v2, s5
    rcp r1.w, r3.z
    mul r3.xy, r1.w, r3
    mad r3.xy, r3, c1, c1.wzzw
    rcp r1.w, c14.x
    mad r3.zw, r3.xyxy, r1.w, c12.xyxy
    add r6.yz, r3.xzww, c2.z
    texld r7, r6.yzzw, s2
    texld r8, r3.zwzw, s3
    mul r1.w, r7.x, r8.x
    mov r2.w, c2.w
    mad r1.w, c15.w, -r1.w, r2.w
    mov r7.x, c3.x
    mad r7, c16.x, r1.w, r7.x
    texkill r7
    if b0
      texld r3, r3, s0
      mul_pp r3.xyz, r3, r3
      if b1
        dp3 r1.w, v6, v6
        rsq r1.w, r1.w
        rcp r1.w, r1.w
        add r1.w, -r1.w, c18.x
        mul_sat_pp r1.w, r1.w, c18.y
        mul_pp r1.w, r1.w, r1.w
        mad_pp r3.w, r3.w, r3.w, -r6.x
        mad_pp r6.yzw, r1.w, r3.w, r6.x
      else
        mov_pp r6.yzw, r6.x
      endif
      mul_pp r3.xyz, r3, r6.yzww
    else
      mov_pp r3.xyz, r6.x
    endif
    mul r6.xy, c13.x, v3
    texld r6, r6, s1
    mul_pp r1.w, r6.w, c13.z
    mad_pp r7.xyz, r1.w, c5.w, c5
    add r8.xyz, r2.w, -c0
    mad r0.w, v5.z, -r0.w, c2.w
    cmp r0.w, r4.z, r0_abs.w, c2.w
    add r1.w, r0.w, c3.y
    pow r2.w, r0.w, c3.z
    dp3 r1.x, r1, r4.xyww
    dp3 r1.y, r2, r4.xyww
    dp3 r1.z, r0, r4.xyww
    texld r0, r1, s4
    mul r0.xyz, r0, r2.w
    mul r0.xyz, r0, c13.y
    cmp r0.xyz, r1.w, r0, c2.x
    add r0.xyz, r0, r6
    mul_pp r0.xyz, r8, r0
    mad_pp r0.xyz, r0, c4.w, c4
    mov_sat_pp r0.w, r5.z
    add r1.x, r0.w, c3.y
    cmp_pp r0.w, r1.x, r0.w, c2.x
    dp3_sat_pp r1.x, r4.xyww, r5
    add r1.y, r1.x, c3.y
    pow_pp r2.x, r1.x, c13.w
    mul_pp r1.xzw, r7.xyyz, r2.x
    cmp_pp r1.xyz, r1.y, r1.xzww, c2.x
    mad_pp r0.xyz, r0, r0.w, r1
    mul_pp r0.xyz, r3, r0
    mul oC0.xyz, r0, c17
    mov_pp oC0.w, c2.x

// approximately 93 instruction slots used (6 texture, 87 arithmetic)
