//
// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022
//
// Parameters:
//
//   float3x3 c_mViewToObj;
//   float4 c_vColIllum;
//   float4 c_vFrustum;
//   float4 c_vLightPosViewDist;
//   float4 c_vScreenSizeDepth;
//   float4 c_vShadowOffsetMask;
//   float4 c_vSmoothDist;
//   sampler2D t_sDepth;
//   samplerCUBE t_sProjector;
//
//
// Registers:
//
//   Name                Reg   Size
//   ------------------- ----- ----
//   c_vColIllum         c0       1
//   c_vScreenSizeDepth  c1       1
//   c_vFrustum          c2       1
//   c_vLightPosViewDist c3       1
//   c_vSmoothDist       c4       1
//   c_vShadowOffsetMask c5       1
//   c_mViewToObj        c6       3
//   t_sDepth            s0       1
//   t_sProjector        s1       1
//

    ps_3_0
    def c9, 1, -1, 0.5, -0.5
    def c10, 0.00100000005, 2, 3, 0
    def c11, 5.96045986e-008, 65504, 0, 0
    dcl_texcoord v0.xyz
    dcl_2d s0
    dcl_cube s1
    rcp r0.x, v0.z
    mov r1.xy, c9
    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, c9.zwzw, c9.z
    texld r2, r0, s0
    mad r2.z, r2.x, c1.w, -c1.z
    mul r0.xy, r0.zwzw, -r2.z
    mul r2.xy, r0, c2.xzzw
    add r0.xyz, r2, -c3
    dp3 r0.w, r0, c8
    mov r2.z, -r0.w
    dp3 r2.x, r0, c6
    dp3 r2.y, r0, c7
    dp3 r0.x, r0, r0
    add r0.x, r0.x, c10.x
    rsq r0.y, r0.x
    rcp r0.x, r0.x
    max r1.x, r0.x, c4.z
    rcp r0.x, r0.y
    mad r0.y, r0.x, c4.w, r1.y
    mul r0.x, r0.x, c4.y
    mov_sat r0.x, r0.x
    mul r1.yzw, r0.y, c5.xxyz
    cmp r0.yzw, r0.y, r1, c10.w
    add r0.yzw, r0, r2.xxyz
    texld r2, r0.yzww, s1
    mul r0.y, r0.x, r0.x
    mad r0.x, r0.x, -c10.y, c10.z
    mad r0.x, c4.z, -r0.x, r1.x
    mul r0.xzw, r0.x, c0.xyyz
    lrp r1.xyz, r0.y, c9.x, r2
    add_sat r1.xyz, r1, c5.w
    mul r0.xyz, r0.xzww, r1
    max r1.xyz, r0, c11.x
    min oC0.xyz, r1, c11.y
    mov oC0.w, c10.w

// approximately 38 instruction slots used (2 texture, 36 arithmetic)
 