//Selection Screen Haloing
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   row_major float4x4 WorldViewMatrix;
//   row_major float4x4 global_Projection;
//   float4 global_ViewInfo;
//
//
// Registers:
//
//   Name              Reg   Size
//   ----------------- ----- ----
//   WorldViewMatrix   c0       4
//   global_ViewInfo   c237     1
//   global_Projection c243     4
//

    vs_3_0
    def c4, 0.5, 0, 0, 0
def c220, 0, 0, 0.0625, 0
dcl_2d s0
    dcl_position v0  // In<0,1,2,3>
    dcl_position o0
    dcl_texcoord o1
    dcl_texcoord1 o2
    dcl_texcoord2 o3.xyz
    dcl_texcoord3 o4.xy

#line 27 "Shaders/DX9/DeferredPointLightVS.shdh"
    rcp r0.x, c237.z
    mul o4.x, r0.x, c4.x  // ::main<15>
    rcp r0.x, c237.w
    mul o4.y, r0.x, c4.x  // ::main<16>

#line 23
    dp4 r0.x, c0, v0  // ::Out<4>
    dp4 r0.y, c1, v0  // ::Out<5>
    dp4 r0.z, c2, v0  // ::Out<6>
    dp4 r0.w, c3, v0  // ::Out<7>
    dp4 r1.x, c243, r0  // ::Out<0>
    dp4 r1.y, c244, r0  // ::Out<1>
    dp4 r1.z, c245, r0  // ::Out<2>
    dp4 r1.w, c246, r0  // ::Out<3>

mov r20, r1
texldl r24, c220.z, s0
add r24.y, r1.w, -r24.y
mul r24.x, r24.x, r24.y
add r1.x, r1.x, r24.x

    mov o1, r20 //r0  // ::main<4,5,6,7>
    mov o0, r20 //r1  // ::main<0,1,2,3>
    mov o2, r1  // ::main<8,9,10,11>
    mov o3.x, c0.w  // ::main<12>		//These 3 make up EyePos
    mov o3.y, c1.w  // ::main<13>
    mov o3.z, c2.w  // ::main<14>

// approximately 18 instruction slots used
 