//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   float3 DecalLocalBinormal;
//   float3 DecalLocalTangent;
//   float4 DiffuseOverrideParameter;
//   float2 DistanceFadeParameters;
//   sampler2D HeightmapTexture;
//   sampler2D LightAttenuationTexture;
//   float4 LightColorAndFalloffExponent;
//   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
//   UniformPixelVector_1         c12      1
//   DecalLocalBinormal           c13      1
//   DecalLocalTangent            c14      1
//   LightColorAndFalloffExponent c15      1
//   DistanceFadeParameters       c16      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_texcoord 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 r0.w, r0, -r0, c2.z
    max r1.x, r0.w, c2.w
    rsq r0.w, r1.x
    rcp r0.z, r0.w
    mul r1.xyz, r0, c14.zxyw
    mad r1.xyz, r0.zxyw, c14, -r1
    dp3 r0.w, r1, r1
    rsq r0.w, r0.w
    mul r1.xyz, r0.w, r1
    mul r2.xyz, r0.zxyw, r1
    mad r1.xyz, r0.yzxw, r1.yzxw, -r2
    mul r2.xyz, r0, c13.zxyw
    mad r2.xyz, r0.zxyw, c13, -r2
    dp3 r0.w, r2, r2
    rsq r0.w, r0.w
    mul r2.xyz, r0.w, r2
    mul r3.xyz, r0.zxyw, r2
    mad r2.xyz, r0.yzxw, r2.yzxw, -r3
    nrm r3.xyz, v1
    dp3_pp r4.x, r1, r3
    dp3_pp r4.y, r2, r3
    dp3_pp r4.z, r0, r3
    nrm r3.xyz, v2
    dp3 r1.x, r1, r3
    dp3 r1.y, r2, r3
    dp3 r1.z, r0, r3
    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_C3AF3AA9_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, c16.x
        mul_sat_pp r0.w, r0.w, c16.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
    abs r0.xy, r0
    dp3 r0.x, r0, c3
    mul r0.xyz, r0.x, c12
    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, c15
    mov oC0.w, c2.w

// approximately 91 instruction slots used (2 texture, 89 arithmetic)
