//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   sampler2D AccumulatedBackfacesLineIntegralTexture;
//   float4 ScreenPositionScaleBias;
//   float4 UniformPixelScalars_0;
//   float4 UniformPixelVector_0;
//   float4 UniformPixelVector_1;
//
//
// Registers:
//
//   Name                                    Reg   Size
//   --------------------------------------- ----- ----
//   UniformPixelVector_0                    c0       1
//   ScreenPositionScaleBias                 c1       1
//   UniformPixelVector_1                    c8       1
//   UniformPixelScalars_0                   c9       1
//   AccumulatedBackfacesLineIntegralTexture s0       1
//

    ps_3_0
	def c200, 0, 0.5, 0.0625, 0
    dcl_texcoord5 v0.xyw
    dcl_2d s0
	dcl_2d s14
    mov r16.xyw, v0
    texldl r11, c200.z, s14
    add r11.y, r16.w, -r11.y
    mul r11.x, r11.x, r11.y
	add r16.x, r16.x, r11.x
    mov r0, c8
    mad_pp oC0.xyz, r0.w, r0, c0
    rcp r0.x, r16.w
    mul r0.xy, r0.x, r16
    mad r0.xy, r0, c1, c1.wzzw
    texld r0, r0, s0
    mul r0.x, -r0.x, c9.x
    exp_sat_pp oC0.w, r0.x

// approximately 8 instruction slots used (1 texture, 7 arithmetic)
 