//
// Generated by Microsoft (R) D3DX9 Shader Compiler 
//
// Parameters:
//
//   sampler2D Texture2D_0;
//   sampler2D Texture2D_1;
//   sampler2D Texture2D_2;
//   float UniformScalar_22;
//   float4 UniformVector_0;
//   float4 UniformVector_1;
//   float4 UniformVector_2;
//   float4 UniformVector_3;
//   float4 UniformVector_4;
//   float4 UniformVector_5;
//   float distortionBufferScale;
//   float4 fogColor;
//   float globalOpacity;
//   
//   struct
//   {
//       float4 worldVector;
//       float4 color;
//       float4 channelMask;
//
//   } lights;
//   
//   float4 nvidiaHack;
//   sampler2D s_distortion;
//   sampler2D s_distortion2;
//   sampler2D s_shadowMask;
//   samplerCUBE s_specular_cubemap;
//   float sceneDepthAlphaMask;
//   row_major float4x4 screenToWorld;
//   float3 worldEyePos;
//
//
// Registers:
//
//   Name                  Reg   Size
//   --------------------- ----- ----
//   screenToWorld         c0       4
//   lights                c4       3
//   fogColor              c7       1
//   sceneDepthAlphaMask   c8       1
//   globalOpacity         c9       1
//   distortionBufferScale c10      1
//   UniformVector_0       c11      1
//   UniformVector_1       c12      1
//   UniformVector_2       c13      1
//   UniformVector_3       c14      1
//   UniformVector_4       c15      1
//   UniformVector_5       c16      1
//   UniformScalar_22      c17      1
//   worldEyePos           c18      1
//   nvidiaHack            c31      1
//   s_distortion          s0       1
//   s_distortion2         s1       1
//   Texture2D_0           s2       1
//   Texture2D_1           s3       1
//   Texture2D_2           s4       1
//   s_specular_cubemap    s5       1
//   s_shadowMask          s6       1
//
//
// Default values:
//
//   screenToWorld
//     c0   = { 0, 0, 0, 0 };
//     c1   = { 0, 0, 0, 0 };
//     c2   = { 0, 0, 0, 0 };
//     c3   = { 0, 0, 0, 0 };
//
//   lights
//     c4   = { 0, 0, 0, 0 };
//     c5   = { 0, 0, 0, 0 };
//     c6   = { 0, 0, 0, 0 };
//
//   fogColor
//     c7   = { 0, 0, 0, 0 };
//
//   sceneDepthAlphaMask
//     c8   = { 0, 0, 0, 0 };
//
//   globalOpacity
//     c9   = { 0, 0, 0, 0 };
//
//   distortionBufferScale
//     c10  = { 0, 0, 0, 0 };
//
//   UniformVector_0
//     c11  = { 0, 0, 0, 0 };
//
//   UniformVector_1
//     c12  = { 0, 0, 0, 0 };
//
//   UniformVector_2
//     c13  = { 0, 0, 0, 0 };
//
//   UniformVector_3
//     c14  = { 0, 0, 0, 0 };
//
//   UniformVector_4
//     c15  = { 0, 0, 0, 0 };
//
//   UniformVector_5
//     c16  = { 0, 0, 0, 0 };
//
//   UniformScalar_22
//     c17  = { 0, 0, 0, 0 };
//
//   worldEyePos
//     c18  = { 0, 0, 0, 0 };
//
//   nvidiaHack
//     c31  = { 0, 0, 0, 0 };
//

    ps_3_0
    def c19, 1, 300, 0.300000012, 0.114285715
    def c20, 0, 2, 16, 1
    def c21, 4, 3, 7, 10
    def c22, 0.5, -1, -0.524999976, -1.02499998
    def c23, 6, 0.200000003, 0, -0.0399999991
    def c24, 0.200000003, -0.0500000007, 1.5, 0
    def c25, -2, 20, 0, 0
    def c26, 2.20000005, 0.5, 0.200000003, -0.200000003
  dcl_texcoord8 v9.x
    dcl_texcoord6 v0
    dcl_texcoord7 v1
    dcl_texcoord3_pp v2.xyz
    dcl_texcoord4_pp v3
    dcl_texcoord5_pp v4.xyz
    dcl_texcoord1 v5.xy
    dcl_2d s0
    dcl_2d s1
    dcl_2d s2
    dcl_2d s3
    dcl_2d s4
    dcl_cube s5
    dcl_2d s6
    mul r0.xyz, c1, v0.y
    mad r0.xyz, v9.x, c0, r0
    mad r0.xyz, v0.w, c2, r0
    add r0.xyz, r0, c3
    add r1.xyz, -r0, c18
    mad r0.xyz, r0, -c4.w, c4
    nrm_pp r2.xyz, r1
    dp3 r0.w, r0, r0
    rsq r0.w, r0.w
    mad_pp r0.xyz, r0, r0.w, r2
    nrm_pp r1.xyz, r0
    nrm_pp r0.xyz, v4
    nrm_pp r2.xyz, r0
    dp3_sat_pp r0.x, r2, r1
    pow_pp r1.x, r0.x, c19.y
    texldp_pp r0, v0, s6
    dp4_sat_pp r0.x, r0, c6
    add_pp r0.x, -r0.x, c19.x
    mul_sat_pp r0.x, r0.x, v3.w
    mul_pp r0.xyz, r0.x, c5
    mul_pp r0.xyz, r1.x, r0
    mad r1.xyz, v1.z, c20.xxyw, -v1
    mul r2.xyz, r1.y, v3
    mad r1.xyw, r1.x, v2.xyzz, r2.xyzz
    mad r1.xyz, r1.z, v4, r1.xyww
    mov r1.w, c19.w
    texldl_pp r1, r1, s5
    mad_pp r0.w, r1.w, c20.z, c20.w
    pow_pp r1.w, r0_abs.w, c26.x
    mul_pp r1.xyz, r1, r1.w
    mul r2.xy, c23.x, v5
    texld r2, r2, s3
    mad r2.y, r2.x, c23.y, v5.y
    mov r2.x, v5.x
    add r2.xy, r2, c23.zwzw
    texld r2, r2, s3
    add r0.w, -r2.y, c19.x
    mul_pp r1.w, r2.x, r0.w
    mul_pp r2.x, r1.w, c19.z
    mul_pp r1.xyz, r1, r2.x
    mad_pp r0.xyz, r1.w, r0, r1
    mul r1.x, r0.w, r0.w
    mul r1.x, r1.x, r1.x
    mul r0.w, r0.w, r1.x
    mov r1.y, c26.y
    mad r1.xy, v5, r1.y, c14
    mov r2.xz, c19
    mad r1.zw, v5.xyxy, r2.z, c13.xyxy
    texld r3, r1.zwzw, s2
    mad r1.xy, r3.y, c26.zwzw, r1
    texld r1, r1, s2
    add_sat r1.x, r3.z, r1.z
    mad r1.y, r1.x, c22.x, c22.y
    mad r1.y, r0.w, r1.y, c19.x
    mul r3, c21, v5.xyxy
    nrm r4.xyz, v1
    mad r3, r4.xyxy, c22.zzww, r3
    max r1.z, r4.z, c23.z
    add r3, r3, c15.xyxy
    add r2.zw, r3, c16.xyxy
    mad r3.xy, r1.x, c24, r3
    mad r2.zw, r1.x, c24.xyxy, r2
    mad r1.x, r1.x, -c22_abs.x, c22_abs.y
    texld r4, r2.zwzw, s4
    texld r3, r3, s4
    add r2.zw, r4.xyyx, r3.xyyx
    lrp_sat r3.x, r2.z, c24.z, r1.y
    add r1.x, r1.x, r2.w
    mov r4.xyz, c11
    add r3.yzw, -r4.xxyz, c12.xxyz
    mad r3.yzw, r3.x, r3, c11.xxyz
    add r1.y, -r1.z, c19.x
    pow r2.z, r1.y, c19.z
    mad r1.yzw, r2.z, -r3, r3
    mad_pp r0.xyz, r0.w, r1.yzww, r0
    lrp_pp r1.yzw, v0.z, c7.xxyz, r0.xxyz
    mul r0.x, r1.x, c21.w
    mad r0.x, r2.y, -c21.w, r0.x
    mad_pp r0.xy, r0.x, c25.x, c25.y
    mov r0.zw, c23.z
    add r0, r0, v0
    mul r1.x, r0.w, c10.x
    min r4.xy, r1.x, r0
    mov r4.zw, r0
    texldp_pp r0, r4, s0
    texldp_pp r4, r4, s1
    mad_pp r0.xyz, r0, r4.w, r4
    add_pp r1.xyz, r1.yzww, -r0
    lrp_pp r0.w, r3.x, r2.x, c17.x
    mul r1.w, c9.x, v1.w
    mad_pp r0.w, r0.w, r1.w, c31.x
    mad_pp oC0.xyz, r0.w, r1, r0
    mul_pp oC0.w, c8.x, v0.w

// approximately 110 instruction slots used (11 texture, 99 arithmetic)
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