//???
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   sampler2D Base;
//   sampler2D Base2;
//   float3 Params;
//   row_major float4x4 PrevViewProjMatrix;
//   row_major float4x4 ViewProjMatrix;
//   float4 global_Data;
//   float4 global_ViewInfo;
//
//
// Registers:
//
//   Name               Reg   Size
//   ------------------ ----- ----
//   ViewProjMatrix     c0       3
//   PrevViewProjMatrix c3       3
//   Params             c6       1
//   global_ViewInfo    c218     1
//   global_Data        c219     1
//   Base               s0       1
//   Base2              s1       1
//

    ps_3_0
    def c7, 1, 30, 1.25000001e-008, -0.5
    def c8, 0, 400, 0, 0.199471146
    def c9, 0.969233215, 0.939413071, 0, 0
    defi i0, 8, 0, 0, 0
def c220, 1, 0, 0.0625, 0.5
dcl_2d s13
    dcl_texcoord v0.xy  // In<4,5>
    dcl_texcoord2 v1.xyz  // In<6,7,8>
    dcl_texcoord3 v2.xyz  // In<9,10,11>
    dcl_2d s0
    dcl_2d s1

#line 38 "c:\Develop\LSProjects\build\shared\EyesOfAChild\Code\EoCApp\build\memory"
    texld r0, v0, s1  // ::depth<0>
    mov r1.xyz, v1  // In<6,7,8>
    mad r1.xyz, r0.x, r1, v2  // ::WorldPos<0,1,2>
	
mov r20.xyz, r1.xyz
mov r20.w, c220.x
	
dp4 r21.x, r20, c184
dp4 r21.y, r20, c185
dp4 r21.z, r20, c186
dp4 r21.w, r20, c187

texldl r24, c220.z, s13
add r24.y, r21.w, -r24.y
mul r24.x, r24.x, r24.y
add r21.x, r21.x, -r24.x

dp4 r20.x, r21, c180
dp4 r20.y, r21, c181
dp4 r20.z, r21, c182
dp4 r20.w, r21, c183

rcp r21.w, r20.w
mul r20, r20, r21.w

mov r1, r20

    // mov r1.w, c7.x
    dp4 r2.x, c0, r1  // ::currentCameraPos<0>
    dp4 r2.y, c1, r1  // ::currentCameraPos<1>
    dp4 r2.z, c2, r1  // ::currentCameraPos<2>
    dp4 r3.x, c3, r1  // ::previousCameraPos<0>
    dp4 r3.y, c4, r1  // ::previousCameraPos<1>
    dp4 r3.z, c5, r1  // ::previousCameraPos<2>

#line 44
    rcp r0.y, c218.x
    mul r0.z, r0.y, c6.z
    rcp r0.z, r0.z
    mul_sat r0.z, r0.z, r0.x  // ::depthBlur<0>
    add r1.xyz, r2, -r3  // ::velocity<0,1,2>

#line 49
    mul r0.w, r0.y, c7.y  // ::normalizedDragonDistance<0>
    add r0.x, -r0.x, c7.x
    mad r0.y, r0.y, -c7.y, c7.x
    add_sat r0.x, -r0.y, r0.x
    rcp r0.y, r0.w
    mad r0.x, r0.x, -r0.y, c7.x  // ::dragonMask<0>
    rcp r0.y, c219.y
    mov r1.w, -r1.x
    mul r1.xyz, r0.y, r1.wyzw
    mul r1.xyz, r1, c6.x
    mul r1.xyz, r1, c218.z
    mul r1.xyz, r1, c7.z  // ::velocity<0,1,2>
    add r0.y, -r0.z, c7.x
    mul r0.x, r0.x, r0.y
    mul r0.xyz, r0.x, r1  // ::velocity<0,1,2>
    add r1.xy, c7.w, v0
    mul r0.zw, r0.z, r1.xyxy
    mul r0.zw, r0, c6.y
    add r0.zw, r0, r0  // ::zVector<0,1>

#line 72
    dp2add r1.x, r0, r0, c8.x
    rsq r1.x, r1.x
    rcp r1.x, r1.x
    mul_sat r1.x, r1.x, c8.y

#line 68
    mov r1.yzw, c8.x  // ::blurColor<0,1,2>
    mov r2.y, c9.x  // ::g<1>
    mov r2.xz, c8.wyxw  // ::g<0>, ::i<0>
    rep i0
      mad r3.xy, r0.zwzw, -r2.z, v0  // ::TexC_Z<0,1>
      mad r3.zw, r0.xyxy, r2.z, v0.xyxy  // ::TexC_XY<0,1>
      lrp r4.xy, r1.x, r3.zwzw, r3  // ::TexC_Final<0,1>
      texld r3, r4, s0
      mad r1.yzw, r3.xxyz, r2.x, r1  // ::blurColor<0,1,2>

#line 77
      mul r2.x, r2.y, r2.x  // ::g<0>
      mul r2.y, r2.y, c9.y  // ::g<1>

#line 68
      add r2.z, r2.z, c7.x  // ::i<0>
    endrep
    mov oC0.xyz, r1.yzww  // ::main<0,1,2>
    mov oC0.w, c8.x  // ::main<3>

// approximately 57 instruction slots used (2 texture, 55 arithmetic)
 