//
// Generated by Microsoft (R) HLSL Shader Compiler 9.26.952.2844
//
// Parameters:
//
//   float4 MinZ_MaxZRatio;
//   float4 SampleOffsets[2];
//   sampler2D SceneColorTexture;
//   float4 ScreenPositionScaleBias;
//   float4x4 ScreenToShadowMatrix;
//   sampler2D ShadowDepthTexture;
//
//
// Registers:
//
//   Name                    Reg   Size
//   ----------------------- ----- ----
//   ScreenPositionScaleBias c1       1
//   MinZ_MaxZRatio          c2       1
//   ScreenToShadowMatrix    c3       4
//   SampleOffsets           c7       2
//   SceneColorTexture       s0       1
//   ShadowDepthTexture      s1       1
//

    ps_3_0
    def c0, 0.999000013, 1, 0, 0.25
  def c200, 0.5, 0, 0.0625, 0
  dcl_2d s13
    dcl_texcoord v0.xyw
	dcl_texcoord1 v1
    dcl_2d s0
    dcl_2d s1
    rcp r0.x, v0.w
    mul r0.xy, r0.x, v0
    mad r0.zw, r0.xyxy, c1.xyxy, c1.xywz
	    rcp r10.x, v1.w
    mul r10.xy, r10.x, v1
    mad r10.zw, r10.xyxy, c1.xyxy, c1.xywz
    texld_pp r1, r10.zwzw, s0
    mad r0.z, r1.w, c2.z, -c2.w
    rcp_pp r0.z, r0.z
    mul r0.xy, r0, r0.z
    mul r1, r0.y, c4
    mad r1, c3, r0.x, r1
    mad r0, c5, r0.z, r1
    add r0, r0, c6
    rcp r0.w, r0.w
    mad_pp r1, r0.xyxy, r0.w, c7
    mad_pp r2, r0.xyxy, r0.w, c8.zwxy
    min r3.z, r0.z, c0.x
    mad r3.xyw, r1.xyzx, c0.yyzz, c0.zzzy
    mad r0.xyw, r1.zwzx, c0.yyzz, c0.zzzy
    texldp_pp r1, r3, s1
    mov r0.z, r3.z
    texldp_pp r3, r0, s1
    add_pp r1.x, r1.x, r3.x
    mov_pp r0.xy, r2.zwzw
    texldp_pp r3, r0, s1
    mov r2.zw, r0
    texldp_pp r0, r2, s1
    add_pp r0.y, r1.x, r3.x
    add_pp r0.x, r0.x, r0.y
    mul_pp r0.x, r0.x, c0.w
    mul oC0, r0.x, r0.x

// approximately 29 instruction slots used (5 texture, 24 arithmetic)
 

