//
// Generated by Microsoft (R) HLSL Shader Compiler 9.24.949.2307
//
// Parameters:
//
//   float4 SampleOffsets[2];
//   sampler2D SceneColorTexture;
//   float4 ScreenPositionScaleBias;
//   float4x4 ScreenToShadowMatrix;
//   sampler2D ShadowDepthTexture;
//   float4 ShadowModulateColor;
//
//
// Registers:
//
//   Name                    Reg   Size
//   ----------------------- ----- ----
//   ShadowModulateColor     c0       1
//   ScreenPositionScaleBias c1       1
//   ScreenToShadowMatrix    c2       4
//   SampleOffsets           c6       2
//   SceneColorTexture       s0       1
//   ShadowDepthTexture      s1       1
//

    ps_3_0
    def c8, 0.999000013, 1, 0, 0.25
  def c200, 0.5, 0, 0.0625, 0
  dcl_2d s13
    dcl_texcoord v0.xyw
    dcl_2d s0
    dcl_2d s1
    rcp r0.x, v0.w
    mul r0.xy, r0.x, v0
    mad r0.zw, r0.xyxy, c1.xyxy, c1.xywz
    texld_pp r1, r0.zwzw, s0
    mul r0.xy, r0, r1.w
    mul r2, r0.y, c3
  texldl r16, c200.z, s13
  add r16.y, r1.w, -r16.y
  mul r16.x, r16.x, r16.y
  add r0.x, r0.x, -r16.x
    mad r0, c2, r0.x, r2
    mad r0, c4, r1.w, r0
    add r0, r0, c5
    rcp r0.w, r0.w
    mad_pp r1, r0.xyxy, r0.w, c6
    mad_pp r2, r0.xyxy, r0.w, c7.zwxy
    min r3.z, r0.z, c8.x
    mad r3.xyw, r1.xyzx, c8.yyzz, c8.zzzy
    mad r0.xyw, r1.zwzx, c8.yyzz, c8.zzzy
    texldp_pp r1, r3, s1
    mov r0.z, r3.z
    texldp_pp r3, r0, s1
    add_pp r1.x, r1.x, r3.x
    mov_pp r0.xy, r2.zwzw
    texldp_pp r3, r0, s1
    mov r2.zw, r0
    texldp_pp r0, r2, s1
    add_pp r0.y, r1.x, r3.x
    add_pp r0.x, r0.x, r0.y
    mul_pp r0.x, r0.x, c8.w
    mul r0.x, r0.x, r0.x
    mov r0.y, c8.y
    add r1, r0.y, -c0
    mad oC0, r0.x, r1, c0

// approximately 30 instruction slots used (5 texture, 25 arithmetic)
 

