//
// Generated by Microsoft (R) HLSL Shader Compiler 9.27.952.3022
//
// Parameters:
//
//   float4 c_vColIllum;
//   float2 c_vDepthMapping;
//   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
//   c_vDepthMapping     c5       1
//   t_sDepth            s0       1
//

    ps_3_0
    def c6, 65504, 0, 0, 0
    def c7, 1, -1, 0.5, -0.5
    def c8, 0.00100000005, 2, 3, 5.96045986e-008
            def c25, 0.5, 0, 0, 0
	dcl vPos.xy
    dcl_texcoord v0.xyz
    dcl_2d s0
    rcp r0.x, v0.z
    mov r1.xy, c7
    mul r0.yz, r1.xxyw, c1.xxyw
    mad r0.xy, v0, r0.x, r0.yzzw
    mad r0.zw, r0.xyxy, c7, c7.z
    add r0.xy, r0, c2.ywzw
    mul r0.zw, r0, c5.xyxy
     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	r0.zw, r11.xyxy, r11.zwzw
    texld r1, r0.zwzw, s0
    mad r1.z, r1.x, c1.w, -c1.z
    mul r0.xy, r0, -r1.z
    mul r1.xy, r0, c2.xzzw
    add r0.xyz, r1, -c3
    dp3 r0.x, r0, r0
    add r0.x, r0.x, c8.x
    rcp r0.y, r0.x
    rsq r0.x, r0.x
    rcp r0.x, r0.x
    mul_sat r0.x, r0.x, c4.y
    max r1.x, r0.y, c4.z
    mad r0.y, r0.x, -c8.y, c8.z
    add r0.x, -r0.x, c7.x
    mad r0.y, c4.z, -r0.y, r1.x
    mad r0.x, r0.x, r0.x, -r0.y
    mad r0.x, c4.x, r0.x, r0.y
    mul r0.xyz, r0.x, c0
    max r1.xyz, r0, c8.w
    min oC0.xyz, r1, c6.x
    mov oC0.w, c6.y

// approximately 28 instruction slots used (1 texture, 27 arithmetic)
 