//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   float4 MinZ_MaxZRatio;
//   sampler2D PixelTexture2D_1;
//   sampler2D SceneColorTexture;
//   float4 ScreenPositionScaleBias;
//   float4x4 ViewProjectionMatrix;
//
//
// Registers:
//
//   Name                    Reg   Size
//   ----------------------- ----- ----
//   ScreenPositionScaleBias c1       1
//   MinZ_MaxZRatio          c2       1
//   ViewProjectionMatrix    c8       4
//   SceneColorTexture       s0       1
//   PixelTexture2D_1        s1       1
//

    ps_3_0
    def c0, -0.333299994, 0, 1, 10
    def c3, 2, 0, 0, 0
    dcl_texcoord v0.xy
    dcl_texcoord4 v1
    dcl_2d s0
    dcl_2d s1

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

    texld r0, v0, s1
    add r0, r0.w, c0.x
    texkill r0
    mul r0.xyz, c9.xyww, v1.y
    mad r0.xyz, c8.xyww, v1.x, r0
    mad r0.xyz, c10.xyww, v1.z, r0
    mad r0.xyz, c11.xyww, v1.w, r0

// Unreal Engine halo fix inserted with DarkStarSword's shadertool.py:
// shadertool.py -i --fix-unreal-ps-halo --stereo-sampler-ps=s15 --only-autofixed CRC32_EC2FCDEB_0.txt
texldl r31, c220.z, s15
add r31.w, r0.z, -r31.y
mad r0.x, r31.w, r31.x, r0.x

    rcp r0.w, r0.z
    mul r0.xy, r0.w, r0
    mad r1.xy, r0, c1, c1.wzzw
    mov r1.zw, c0.y
    texldl r1, r1, s0
    mov r1.z, c0.z
    add r0.x, r1.z, -c2.y
    add r0.x, -r0.x, r1.w
    rcp r0.x, r0.x
    mad r0.x, -c2.x, r0.x, -r0.z
    add r0.x, r0.x, c0.z
    dsx r0.y, r0.z
    dsy r0.z, r0.z
    max r1.x, r0_abs.y, r0_abs.z
    min r0.y, r1.x, c0.w
    mad r0, r0.y, c3.x, r0.x
    texkill r0
    mov oC0, c0.y

// approximately 28 instruction slots used (3 texture, 25 arithmetic)
