//
// Generated by Microsoft (R) HLSL Shader Compiler 9.29.952.3111
//
// Parameters:
//
//   sampler2D AccumulatedBackfacesLineIntegralTexture;
//   sampler2D PixelTexture2D_0;
//   float4 ScreenPositionScaleBias;
//   float4 UniformPixelVector_0;
//   float4 UniformPixelVector_1;
//
//
// Registers:
//
//   Name                                    Reg   Size
//   --------------------------------------- ----- ----
//   UniformPixelVector_0                    c0       1
//   ScreenPositionScaleBias                 c1       1
//   UniformPixelVector_1                    c8       1
//   PixelTexture2D_0                        s0       1
//   AccumulatedBackfacesLineIntegralTexture s1       1
//

    ps_3_0
    def c2, 0.25, 0, 0, 0
	def c200, 0, 0.5, 0.0625, 0
    dcl_texcoord v0.yzw
    dcl_texcoord5 v1.xyw
    dcl_2d s0
    dcl_2d s1
	dcl_2d s14
    mov r16.xyw, v1
    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.xyz, c8
    add_pp oC0.xyz, r0, c0
    mov_sat r0.x, v0.y
    mul r0.x, r0.x, r0.x
    mul r0.x, r0.x, c2.x
    texld r1, v0.wzzw, s0
    mul_pp r0.x, r0.x, r1.x
    rcp r0.y, r16.w
    mul r0.yz, r0.y, r16.xxyw
    mad r0.yz, r0, c1.xxyw, c1.xwzw
    texld r1, r0.yzzw, s1
    mul r0.x, r0.x, -r1.x
    exp_sat_pp oC0.w, r0.x

// approximately 13 instruction slots used (2 texture, 11 arithmetic)
 