//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   float3 CameraWorldPos;
//   float4 MinZ_MaxZRatio;
//   sampler2D PixelTexture2D_0;
//   sampler2D SceneColorTexture;
//   float4 ScreenPositionScaleBias;
//   float4 UniformPixelVector_0;
//   float4x4 ViewProjectionMatrix;
//
//
// Registers:
//
//   Name                    Reg   Size
//   ----------------------- ----- ----
//   CameraWorldPos          c0       1
//   ScreenPositionScaleBias c1       1
//   MinZ_MaxZRatio          c2       1
//   ViewProjectionMatrix    c8       4
//   UniformPixelVector_0    c12      1
//   SceneColorTexture       s0       1
//   PixelTexture2D_0        s1       1
//

    ps_3_0
    def c3, 0, 1, 0.0399999991, -14
    def c4, 0.0333000012, 0, 0, 0
	  def c200, 0.5, 0, 0.0625, 0
  dcl_2d s14
    dcl_color v0.x
    dcl_texcoord v1
    dcl_texcoord1 v2
    dcl_texcoord4 v3
    dcl_texcoord5 v4
	dcl_texcoord3 v5
    dcl_2d s0
    dcl_2d s1
	mov r16, v4
    mul r0.xyz, c9.xyww, r16.y
    mad r0.xyz, c8.xyww, r16.x, r0
    mad r0.xyz, c10.xyww, r16.z, r0
    mad r0.xyz, c11.xyww, r16.w, r0
		texldl r11, c200.z, s14
add r11.y, r0.z, -r11.y
mul r11.x, r11.x, r11.y
add r0.x, r0.x, r11.x
    rcp r0.w, r0.z
    mul r0.xy, r0.w, r0
    mad r1.xy, r0, c1, c1.wzzw
    mov r1.zw, c3.x
    texldl r1, r1, s0
    mov r0.y, c3.y
    add r0.x, r0.y, -c2.y
    add r0.x, -r0.x, r1.w
    rcp r0.x, r0.x
    mad r0.x, -c2.x, r0.x, -r0.z
    mul_sat r0.x, r0.x, c3.z
    texld r1, v1, s1
    texld r2, v1.zwzw, s1
    lrp r3, v0.x, r2, r1
    mul r0.y, r3.w, v2.w
    mad_pp r1.xyz, r3, v2, c12
    mad_pp oC0.xyz, r1, v3.w, v3
    mul r0.x, r0.x, r0.y
    add r0.y, c0.z, v4.z
    add r0.y, r0.y, c3.w
    mul_sat r0.z, r0_abs.y, c4.x
    add r0.z, -r0.z, c3.y
    cmp r0.y, r0.y, c3.y, r0.z
    mul_pp oC0.w, r0.x, r0.y

// approximately 29 instruction slots used (4 texture, 25 arithmetic)
 