//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   float4 DiffuseOverrideParameter;
//   float2 DistanceFadeParameters;
//   float3 DistanceFieldParameters;
//   sampler2D LightAttenuationTexture;
//   float4 LightColorAndFalloffExponent;
//   sampler2D PixelTexture2D_0;
//   sampler2D PixelTexture2D_1;
//   sampler2D PixelTexture2D_2;
//   float4 ScreenPositionScaleBias;
//   sampler2D ShadowTexture;
//   float4 UniformPixelScalars_0;
//   float4x4 ViewProjectionMatrix;
//   bool bEnableDistanceShadowFading;
//   bool bReceiveDynamicShadows;
//
//
// Registers:
//
//   Name                         Reg   Size
//   ---------------------------- ----- ----
//   bReceiveDynamicShadows       b0       1
//   bEnableDistanceShadowFading  b1       1
//   UniformPixelScalars_0        c0       1
//   ScreenPositionScaleBias      c1       1
//   DiffuseOverrideParameter     c4       1
//   ViewProjectionMatrix         c8       4
//   LightColorAndFalloffExponent c12      1
//   DistanceFieldParameters      c13      1
//   DistanceFadeParameters       c14      1
//   LightAttenuationTexture      s0       1
//   PixelTexture2D_0             s1       1
//   PixelTexture2D_1             s2       1
//   PixelTexture2D_2             s3       1
//   ShadowTexture                s4       1
//

    ps_3_0
    def c2, 2, -1, 0, 0
    def c3, -100, 0, 0.5, 1
    dcl_texcoord v0.xy
    dcl_texcoord1 v1.xy
    dcl_texcoord4_pp v2.xyz
    dcl_texcoord6 v3.xyz
    dcl_texcoord7 v4
    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

    dp3 r0.x, v3, v3
    rsq r0.x, r0.x
    nrm_pp r1.xyz, v2
    texld_pp r2, v0, s4
    add r0.y, r2.x, c13.x
    mul_sat_pp r0.y, r0.y, c13.y
    log r0.y, r0.y
    mul r0.y, r0.y, c13.z
    exp_pp r0.yzw, r0.y
    if b0
      mul r2.xyz, c9.xyww, v4.y
      mad r2.xyz, c8.xyww, v4.x, r2
      mad r2.xyz, c10.xyww, v4.z, r2
      mad r2.xyz, c11.xyww, v4.w, r2

// Unreal Engine halo fix inserted with DarkStarSword's shadertool.py:
// shadertool.py -i --fix-unreal-ps-halo --stereo-sampler-ps=s15 --only-autofixed CRC32_C31CB061_0.txt
texldl r31, c220.z, s15
add r31.w, r2.z, -r31.y
mad r2.x, r31.w, r31.x, r2.x

      rcp r1.w, r2.z
      mul r2.xy, r1.w, r2
      mad r2.xy, r2, c1, c1.wzzw
      texld r2, r2, s0
      mul_pp r2.xyz, r2, r2
      if b1
        dp3 r1.w, v4, v4
        rsq r1.w, r1.w
        rcp r1.w, r1.w
        add r1.w, -r1.w, c14.x
        mul_sat_pp r1.w, r1.w, c14.y
        mul_pp r1.w, r1.w, r1.w
        mad_pp r2.w, r2.w, r2.w, -r0.w
        mad_pp r3.xyz, r1.w, r2.w, r0.w
      else
        mov_pp r3.xyz, r0.w
      endif
      mul_pp r0.yzw, r2.xxyz, r3.xxyz
    endif
    mov r2.xzw, c3
    max r1.w, -c0.y, r2.x
    min r2.x, r1.w, c3.y
    mad r1.w, c0.y, r2.z, r2.w
    mad r2.yz, v3.xxyw, r0.x, r1.xxyw
    texld r3, v1, s2
    mad r3.xyz, r3, c2.x, c2.y
    add r2.yz, r2, -r3.xxyw
    mad_sat r2.yz, r2, c3.z, c3.z
    texld r4, r2.yzzw, s3
    lrp_sat r0.x, r4.x, r1.w, r2.x
    texld r2, v1, s1
    dp3_sat r1.x, r1, r3
    mad r1.xyw, r1.x, r2.xyzz, r0.x
    mul r2.xyz, r1.z, c4
    cmp r2.xyz, r1.z, r2, c3.y
    mad r1.xyz, r1.xyww, c4.w, r2
    mul r0.xyz, r0.yzww, r1
    mul oC0.xyz, r0, c12
    mov oC0.w, c3.y

// approximately 59 instruction slots used (5 texture, 54 arithmetic)
