//
// Generated by Microsoft (R) HLSL Shader Compiler 9.26.952.2844
//
// Parameters:
//
//   sampler2D g_AlbedoTex;
//   
//   struct
//   {
//       row_major float4x4 eye2lightProjMtx;
//       float4 softShadowParams;
//
//   } g_Grid;
//   
//   sampler2D g_SceneDepthTex;
//   
//   struct
//   {
//       float4 shadowFactors;
//       float4 lightDirPos;
//       float4 params;
//
//   } g_ShadowCommon;
//   
//   sampler2D g_ShadowMapTex;
//
//
// Registers:
//
//   Name            Reg   Size
//   --------------- ----- ----
//   g_ShadowCommon  c150     1
//   g_Grid          c153     4
//   g_SceneDepthTex s0       1
//   g_ShadowMapTex  s4       1
//   g_AlbedoTex     s6       1
//

    ps_3_0
    def c0, 1, 0, 0.25, 0.99000001
    def c1, -0.5, 0, 0, 0

def c220, 0, 0, 0.0625, 0
dcl_2d s14
dcl_texcoord8 v8

    dcl_texcoord v0
    dcl_texcoord1 v1
    dcl_2d s0
    dcl_2d s4
    dcl_2d s6
    mul r0.xy, c0, v1.w
    rcp r0.z, v1.z
    mul r1, r0.z, v0
    mul r2, r1.xyxx, c0.xxyy
    texldl r2, r2, s0
    mad r0.z, r2.x, -v1.y, c0.x
    rcp r0.z, r0.z
    mul r0.w, r0.z, v1.x
    mad r0.z, v1.x, r0.z, -c150.y
    mul_sat r0.z, r0.z, c150.z
    add_pp r0.z, -r0.z, c0.x
    mad r0.xy, r1.zwzw, r0.w, r0
    texld_pp r1, r1, s6
    add r1.x, r1.w, c1.x

    cmp_pp r1.x, r1.x, c0.x, c0.y

texldl r24, c220.z, s14
add r24.y,  r0.w, -r24.y
mul r24.x, r24.x, r24.y
mul r24.x, r24.x, v8.x
add  r0.x,  r0.x, -r24.x


    mul r1.yzw, r0.y, c154.xxyz
    mad r1.yzw, r0.x, c153.xxyz, r1
    mad r0.xyw, r0.w, c155.xyzz, r1.yzzw
    add r0.xyw, r0, c156.xyzz
    add r1.y, -r0.y, c0.z
    cmp r1.y, r1.y, c0.x, c0.y
    mul r0.xyw, r0, r1.y
    mul r0.w, r0.w, c150.w
    mad r2.xyw, r0.xyzx, c0.xxzy, c0.yyzx
    min r2.z, r0.w, c0.w
    texldp r2, r2, s4
    add_pp r0.x, -r2.x, c0.x
    mul_pp r0.x, r0.x, c150.x
    mul_pp r0.x, r0.z, r0.x
    mul_pp oC0, r1.x, r0.x

// approximately 31 instruction slots used (4 texture, 27 arithmetic)
 
