//
// 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;
//   float4 ScreenPositionScaleBias;
//   float4 SpecularOverrideParameter;
//   float4 UniformPixelScalars_0;
//   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
//   UniformPixelVector_1         c12      1
//   UniformPixelScalars_0        c13      1
//   LightColorAndFalloffExponent c14      1
//   DistanceFadeParameters       c15      1
//   LightAttenuationTexture      s0       1
//   PixelTexture2D_0             s1       1
//   PixelTexture2D_1             s2       1
//

    ps_3_0
    def c2, 2, -1, -0.333299994, 1
    def c3, -9.99999997e-007, 0, 0, 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

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

    nrm r0.xyz, v2
    nrm_pp r1.xyz, v1
    texld r2, v0, s1
    mad r2.xyz, r2, c2.x, c2.y
    mul_pp r2.xyz, r2, c12
    nrm_pp r3.xyz, r2
    dp3 r0.w, r3, r0
    mul r2.xyz, r0.w, r3
    mad r0.xyz, r2, c2.x, -r0
    texld r2, v0, s2
    add r4, r2.w, c2.z
    texkill r4
    if b0
      mul r4.xyz, c9.xyww, v3.y
      mad r4.xyz, c8.xyww, v3.x, r4
      mad r4.xyz, c10.xyww, v3.z, r4
      mad r4.xyz, c11.xyww, v3.w, r4

// Unreal Engine halo fix inserted with DarkStarSword's shadertool.py:
// shadertool.py -i --fix-unreal-ps-halo --stereo-sampler-ps=s15 --only-autofixed CRC32_B9F7BD9F_1027.txt
texldl r31, c220.z, s15
add r31.w, r4.z, -r31.y
mad r4.x, r31.w, r31.x, r4.x

      rcp r0.w, r4.z
      mul r4.xy, r0.w, r4
      mad r4.xy, r4, c1, c1.wzzw
      texld r4, r4, s0
      mul_pp r4.xyz, r4, r4
      if b1
        dp3 r0.w, v3, v3
        rsq r0.w, r0.w
        rcp r0.w, r0.w
        add r0.w, -r0.w, c15.x
        mul_sat_pp r0.w, r0.w, c15.y
        mul_pp r0.w, r0.w, r0.w
        mad_pp r1.w, r4.w, r4.w, c2.y
        mad_pp r5.xyz, r0.w, r1.w, c2.w
      else
        mov_pp r5.xyz, c2.w
      endif
      mul_pp r4.xyz, r4, r5
    else
      mov_pp r4.xyz, c2.w
    endif
    mul_pp r5.xyz, r2, c13.x
    mad_pp r5.xyz, r5, c5.w, c5
    mov r0.w, c2.w
    add r6.xyz, r0.w, -c0
    mul_pp r2.xyz, r2, r6
    mad_pp r2.xyz, r2, c4.w, c4
    dp3_sat_pp r0.w, r3, r1
    add r1.w, r0.w, c3.x
    dp3_sat_pp r0.x, r0, r1
    add r0.y, r0.x, c3.x
    pow_pp r1.x, r0.x, c13.y
    mul r0.xzw, r0.w, r2.xyyz
    cmp r0.xzw, r1.w, r0, c3.y
    mul_pp r1.xyz, r5, r1.x
    cmp_pp r1.xyz, r0.y, r1, c3.y
    add_pp r0.xyz, r0.xzww, r1
    mul_pp r0.xyz, r4, r0
    mul oC0.xyz, r0, c14
    mov_pp oC0.w, c3.y

// approximately 69 instruction slots used (3 texture, 66 arithmetic)
