//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   float4 MinZ_MaxZRatio;
//   sampler2D PixelTexture2D_0;
//   sampler2D SceneColorTexture;
//   float4 ScreenPositionScaleBias;
//   float4 UniformPixelVector_0;
//   float4 UniformPixelVector_1;
//   float4 UniformPixelVector_2;
//   float4 UniformPixelVector_3;
//
//
// Registers:
//
//   Name                    Reg   Size
//   ----------------------- ----- ----
//   UniformPixelVector_0    c0       1
//   ScreenPositionScaleBias c1       1
//   MinZ_MaxZRatio          c2       1
//   UniformPixelVector_1    c8       1
//   UniformPixelVector_2    c9       1
//   UniformPixelVector_3    c10      1
//   SceneColorTexture       s0       1
//   PixelTexture2D_0        s1       1
//

    ps_3_0
    def c3, 0.699999988, 0.300000012, 0.600000024, 1
    def c4, 1.20000005, 0.0700000003, 0, 0.00999999978
    dcl_texcoord4 v0.w
    dcl_texcoord5 v1.xyw
    dcl_color v2.xyz
    dcl_texcoord v3.xy
    dcl_2d s0
    dcl_2d s1
    mov r0, c3
    mad r1.xy, v3, r0.zwzw, c9
    texld r1, r1, s1
    mov r2.xy, c4
    mad r2.xz, v3.xyyw, r2.x, c10.xyyw
    texld r3, r2.xzzw, s1
    add r1.xyz, r1, r3
    mad r0.xy, v3, r0, c8
    texld r3, r0, s1
    add r0.xyz, r1, r3
    mul r0.xyz, r0, v2
    mad_pp r0.xyz, r0, r2.y, c0
    mul r0.xyz, r0, v0.w
    rcp r1.x, v1.w
    mul r1.xy, r1.x, v1
    mad r1.xy, r1, c1, c1.wzzw
    mov r1.zw, c4.z
    texldl r1, r1, s0
    add r0.w, r0.w, -c2.y
    add r0.w, -r0.w, r1.w
    rcp r0.w, r0.w
    mad r0.w, -c2.x, r0.w, -v1.w
    mul_sat_pp r0.w, r0.w, c4.w
    mul_pp oC0.xyz, r0.w, r0
    mov oC0.w, c4.z

// approximately 26 instruction slots used (5 texture, 21 arithmetic)
 