//
// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022
//
// Parameters:
//
//   float4 c_vColIllum;
//   float4 c_vFrustum;
//   float4 c_vLightPosViewDist;
//   float4 c_vScreenSizeDepth;
//   float4 c_vSmoothDist;
//   sampler2D t_sDepth;
//
//
// Registers:
//
//   Name                Reg   Size
//   ------------------- ----- ----
//   c_vColIllum         c0       1
//   c_vScreenSizeDepth  c1       1
//   c_vFrustum          c2       1
//   c_vLightPosViewDist c3       1
//   c_vSmoothDist       c4       1
//   t_sDepth            s0       1
//

    ps_3_0
			    def c25, 0.5, 0, 0, 0
	dcl vPos.xy
    def c5, 65504, 0, 0, 0
    def c6, 1, -1, 0.5, -0.5
    def c7, 0.00100000005, 2, 3, 5.96045986e-008
    dcl_texcoord v0.xyz
    dcl_2d s0
    rcp r0.x, v0.z
    mov r1.xy, c6
    mul r0.yz, r1.xxyw, c1.xxyw
    mad r0.xy, v0, r0.x, r0.yzzw
    add r0.zw, r0.xyxy, c2.xyyw
    mad r0.xy, r0, c6.zwzw, c6.z
					     mov r11.xy, vPos.xy
	rcp r11.z, c210.x
	rcp r11.w, c210.y
	mul r11.xy, r11.xy, r11.zw
	mul r11.zw, r11.zw, c25.xx
    add	r12.xy, r11.xy, r11.zw
    texld r1, r12, s0
    mad r1.z, r1.x, c1.w, -c1.z
    mul r0.xy, r0.zwzw, -r1.z
    mul r1.xy, r0, c2.xzzw
    add r0.xyz, r1, -c3
    dp3 r0.x, r0, r0
    add r0.x, r0.x, c7.x
    rsq r0.y, r0.x
    rcp r0.x, r0.x
    max r1.x, r0.x, c4.z
    rcp r0.x, r0.y
    mul_sat r0.x, r0.x, c4.y
    mad r0.x, r0.x, -c7.y, c7.z
    mad r0.x, c4.z, -r0.x, r1.x
    mul r0.xyz, r0.x, c0
    max r1.xyz, r0, c7.w
    min oC0.xyz, r1, c5.x
    mov oC0.w, c5.y

// approximately 24 instruction slots used (1 texture, 23 arithmetic)
 