//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   float4 MinZ_MaxZRatio;
//   sampler2D PixelTexture2D_0;
//   sampler2D PixelTexture2D_1;
//   sampler2D SceneColorTexture;
//   float4 ScreenPositionScaleBias;
//   float4 UniformPixelVector_0;
//   float4 UniformPixelVector_1;
//   float4 UniformPixelVector_2;
//
//
// Registers:
//
//   Name                    Reg   Size
//   ----------------------- ----- ----
//   UniformPixelVector_0    c0       1
//   ScreenPositionScaleBias c1       1
//   MinZ_MaxZRatio          c2       1
//   UniformPixelVector_1    c8       1
//   UniformPixelVector_2    c9       1
//   SceneColorTexture       s0       1
//   PixelTexture2D_0        s1       1
//   PixelTexture2D_1        s2       1
//

    ps_3_0
    def c3, 0.349999994, 0.800000012, 1, 1.20000005
    def c4, 3, -0.0131999999, 2, 0.400000006
    def c5, 0, 0.00999999978, 0, 0
    dcl_texcoord4 v0.w
    dcl_texcoord6 v1.xyz
    dcl_texcoord5 v2.xyw
    dcl_color v3.x
    dcl_texcoord v4.xy
    dcl_2d s0
    dcl_2d s1
    dcl_2d s2
    dp3 r0.x, v1, v1
    rsq r0.x, r0.x
    mul r0.xy, r0.x, v1
    mul r0.zw, c4.x, v4.xyxy
    mad r0.xy, r0, c4.y, r0.zwzw
    add r0.xy, r0, c8
    texld r0, r0, s1
    mul r0.x, r0.x, v3.x
    mov r0.z, c4.z
    mad r0.yz, v4.xxyw, r0.z, c9.xxyw
    texld r1, r0.yzzw, s1
    mul r0.y, r1.x, v3.x
    mul r0.y, r0.y, c4.w
    mad r0.x, r0.x, c3.x, r0.y
    mad r0.x, r0.x, -c3.y, c3.z
    texld r0, r0.x, s2
    mul r0.xyz, r0, c3.w
    rcp r0.w, v2.w
    mul r1.xy, r0.w, v2
    mad r1.xy, r1, c1, c1.wzzw
    mov r1.zw, c5.x
    texldl r1, r1, s0
    mov_pp r1.z, c3.z
    add r0.w, r1.z, -c2.y
    add r0.w, -r0.w, r1.w
    rcp r0.w, r0.w
    mad r0.w, -c2.x, r0.w, -v2.w
    mul_sat r0.w, r0.w, c5.y
    mad_pp r0.xyz, r0.w, r0, c0
    mul_pp oC0.xyz, r0, v0.w
    mov oC0.w, c5.x

// approximately 32 instruction slots used (5 texture, 27 arithmetic)
 