//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   float4 MinZ_MaxZRatio;
//   float NvStereoEnabled;
//   sampler2D NvStereoFixTexture;
//   sampler2D PixelTexture2D_0;
//   sampler2D PixelTexture2D_1;
//   sampler2D PixelTexture2D_2;
//   sampler2D PixelTexture2D_3;
//   sampler2D PixelTexture2D_4;
//   samplerCUBE PixelTextureCube_0;
//   sampler2D SceneColorTexture;
//   float4 ScreenPositionScaleBias;
//   float4 UniformPixelVector_0;
//   float4 UniformPixelVector_1;
//   float4 UniformPixelVector_2;
//   float4 UniformPixelVector_3;
//
//
// Registers:
//
//   Name                    Reg   Size
//   ----------------------- ----- ----
//   UniformPixelVector_0    c0       1
//   ScreenPositionScaleBias c1       1
//   MinZ_MaxZRatio          c2       1
//   NvStereoEnabled         c3       1
//   UniformPixelVector_1    c8       1
//   UniformPixelVector_2    c9       1
//   UniformPixelVector_3    c10      1
//   SceneColorTexture       s0       1
//   NvStereoFixTexture      s1       1
//   PixelTexture2D_0        s2       1
//   PixelTexture2D_1        s3       1
//   PixelTexture2D_2        s4       1
//   PixelTexture2D_3        s5       1
//   PixelTexture2D_4        s6       1
//   PixelTextureCube_0      s7       1
//

    ps_3_0
    def c4, 9.99999997e-007, 0.300000012, 0.589999974, 0.109999999
    def c5, 0.0625, 0, 0, 0
    def c6, 0.5, 1.5, 9.99999972e-010, 0.0500000007
    def c7, -0.275000006, 2, 1, 0
		def c50, 0.5, 0, 0, 0
	dcl vPos.xy
    dcl_texcoord4 v0
    dcl_texcoord6 v1.xyz
    dcl_texcoord5 v2.xyw
    dcl_texcoord v3
    dcl_2d s0
    dcl_2d s1
    dcl_2d s2
    dcl_2d s3
    dcl_2d s4
    dcl_2d s5
    dcl_2d s6
    dcl_cube s7
    nrm r0.xyz, v1
    mad r1.xy, r0, c7.x, v3
    add r1.xy, r1, c8
    texld r2, r1, s2
    mov r3.yz, c7
    mad r1.zw, v3.xyxy, r3.y, c9.xyxy
    texld r4, r1.zwzw, s3
    add r3.xyw, r4.xyzz, r4.xyzz
    mad r2.xyz, r2, c7.zzww, r3.xyww
    add_pp r2.xyz, r2, -c7.z
    nrm_pp r4.xyz, r2
    dp3 r0.w, r4, r0
    mul r2.xyz, r0.w, r4
    mad r0.xyz, r2, c7.y, -r0
    texld r2, v3.wzzw, s4
    texld r0, r0, s7
    texld r4, r1.zwzw, s5
    texld r1, r1, s6
    max r2.xyw, r1_abs.xyzz, c4.x
    rsq r0.w, r2.x
    rsq r1.x, r2.y
    rsq r1.y, r2.w
    rcp r5.x, r0.w
    rcp r5.y, r1.x
    rcp r5.z, r1.y
    mul r1.xyz, r4, r5
    dp3 r0.w, r1, c4.yzww
    mad r0.xyz, r0, c6.x, r0.w
    add r1.xy, c8, v3
    texld r1, r1, s4
    mul r0.xyz, r0, r1.y
    mul r0.yzw, r0.xxyz, r2.z
    mul r1.xyz, c10, c10.w
    mad_pp r0.yzw, r0, r1.xxyz, c0.xxyz
    add r1.x, r0_abs.x, -c4.x
    pow r1.y, r0_abs.x, c6.y
    cmp r0.x, r1.x, r1.y, c6.z
    dp2add r0.x, r2.z, r0.x, c7.w
    abs r1.x, c3.x
    if_ne c3.x, -c3.x
      texld r2, c5, s1
      add r1.y, -r2.y, v2.w
      mad r2.x, r2.x, r1.y, v2.x
      mov r2.yz, v2.xyww
    else
      mov r2.xyz, c7.w
    endif
    cmp r1.xyz, -r1.x, v2.xyww, r2
    rcp r1.z, r1.z
    mul r1.xy, r1.z, r1
    mad r1.xy, r1, c1, c1.wzzw
    mov r1.zw, c7.w
																			     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, c50.xx
    add	r12.xy, r11.xy, r11.zw
    texldl r1, r12, s0
    add r1.x, r3.z, -c2.y
    add r1.x, -r1.x, r1.w
    rcp r1.x, r1.x
    mad r1.x, -c2.x, r1.x, -v2.w
    mul_sat r1.x, r1.x, c6.w
    mul_pp oC0.w, r0.x, r1.x
    mad_pp oC0.xyz, r0.yzww, v0.w, v0

// approximately 70 instruction slots used (10 texture, 60 arithmetic)
 