//Bloom
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   float4 fPrimInvTextureSize;
//   float4 fPrimInvViewportSize;
//   float2 fScreenHalfPixelOffset;
//
//
// Registers:
//
//   Name                   Reg   Size
//   ---------------------- ----- ----
//   fScreenHalfPixelOffset c1       1
//   fPrimInvViewportSize   c2       1
//   fPrimInvTextureSize    c3       1
//

    vs_3_0
    def c0, 32768, -128, 0.00390625, 0.25
    def c4, 1, 0, -128, 4
    def c5, 0.000244140654, 0.5, 6.28318548, -3.14159274
    def c6, 2, -1, 1, 9.99999997e-007
def c20, 0, 0, 0, 0
    dcl_position v0
    dcl_normal v1
    dcl_tangent v2
    dcl_binormal v3
    dcl_texcoord v4
    dcl_position o0
    dcl_texcoord o1
    dcl_texcoord1 o2
    mov r0.x, v3.x
    add o0.z, r0.x, v0.z
    add r0.xyz, c0.x, v3.zwyw
    mul r0.xz, r0, c0.z
    mad r0.y, r0.y, c5.x, c5.y
    frc r0.y, r0.y
    mad r0.y, r0.y, c5.z, c5.w
    sincos r1.xy, r0.y
    mul o1.xyz, r0.z, v1
    mul o2.xy, c3, v2
    add r0.yz, c0.y, v4.xxyw
    mul r0.xy, r0.x, r0.yzzw
    mad r0.zw, v4.z, c4.xyxy, c4
    mul r0.xy, r0.zwzw, r0
    mul r0.x, r0.x, c0.w
    mul r0.yz, r1.xyxw, r0.y
    mad r2.x, r0.x, r1.x, -r0.y
    mad r2.y, r0.x, r1.y, r0.z
    add r0.xy, r2, v0
    mul r0.xy, r0, c2
    mad r0.xy, r0, c6.x, c6.yzzw
    slt r0.z, v1.w, c6.w
    add r0.z, -r0.z, c4.x
mov r10.x, c216.x
if_eq r10.x, c20.x
    mov o0.x, c20.x
    mov o0.y, c20.y
    mov o0.z, c20.z
	mov o0.w, c20.w
else
	mad o0.x, c1.x, -r0.z, r0.x
    mad o0.y, c1.y, r0.z, r0.y
    mov o0.w, r0.z
endif
    mov o1.w, v1.w
    mov o2.zw, c4.y

// approximately 35 instruction slots used
 