//
// Generated by Microsoft (R) D3DX9 Shader Compiler 
//
// Parameters:
//
//   float4 Ambient;
//   sampler2D Texture2D_0;
//   sampler2D Texture2D_1;
//   sampler2D Texture2D_2;
//   float4 UniformVector_0;
//   float4 UniformVector_1;
//   float4 UniformVector_2;
//   float4 UniformVector_3;
//   float4 UniformVector_4;
//   float4 UniformVector_5;
//   float4 UniformVector_6;
//   float4 UniformVector_7;
//   float4 UniformVector_8;
//   float4 fogColor;
//   float globalOpacity;
//   
//   struct
//   {
//       float4 worldVector;
//       float4 color;
//       float4 channelMask;
//
//   } lights;
//   
//   float4 nvidiaHack;
//   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
//   UniformVector_0     c10      1
//   UniformVector_1     c11      1
//   UniformVector_2     c12      1
//   UniformVector_3     c13      1
//   UniformVector_4     c14      1
//   UniformVector_5     c15      1
//   UniformVector_6     c16      1
//   UniformVector_7     c17      1
//   UniformVector_8     c18      1
//   Ambient             c19      1
//   worldEyePos         c20      1
//   nvidiaHack          c31      1
//   Texture2D_0         s0       1
//   Texture2D_1         s1       1
//   Texture2D_2         s2       1
//   s_specular_cubemap  s3       1
//   s_shadowMask        s4       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 };
//
//   UniformVector_0
//     c10  = { 0, 0, 0, 0 };
//
//   UniformVector_1
//     c11  = { 0, 0, 0, 0 };
//
//   UniformVector_2
//     c12  = { 0, 0, 0, 0 };
//
//   UniformVector_3
//     c13  = { 0, 0, 0, 0 };
//
//   UniformVector_4
//     c14  = { 0, 0, 0, 0 };
//
//   UniformVector_5
//     c15  = { 0, 0, 0, 0 };
//
//   UniformVector_6
//     c16  = { 0, 0, 0, 0 };
//
//   UniformVector_7
//     c17  = { 0, 0, 0, 0 };
//
//   UniformVector_8
//     c18  = { 0, 0, 0, 0 };
//
//   Ambient
//     c19  = { 0, 0, 0, 0 };
//
//   worldEyePos
//     c20  = { 0, 0, 0, 0 };
//
//   nvidiaHack
//     c31  = { 0, 0, 0, 0 };
//

    ps_3_0
    def c21, 0.200000003, 2, -1, 229
    def c22, -8, 3, 0.143369168, 2.20000005
    def c23, 1, 0.5, 0.0500000007, 0.150000006
    def c24, 0, 2, 0.100000001, -0.0500000007
    def c25, 16, 1, 0, 0
    def c26, 0.699999988, 0.5, 0, 1
  dcl_texcoord8 v9.x
    dcl_texcoord_pp v0.x
    dcl_texcoord6 v1
    dcl_texcoord7 v2
    dcl_texcoord3_pp v3.xyz
    dcl_texcoord4_pp v4
    dcl_texcoord5_pp v5.xyz
    dcl_texcoord1 v6.xy
    dcl_2d s0
    dcl_2d s1
    dcl_2d s2
    dcl_cube s3
    dcl_2d s4
    mov r0.xyw, c23
    mad r1.xy, v6, r0, c10
    texld r1, r1, s0
    mul r2.x, r1.y, c23.z
    mad r0.yz, v6.xxyw, r0.xyww, c11.xxyw
    mov r2.yz, c24.x
    add r0.yz, r2.xxyw, r0
    texld r3, r0.yzzw, s1
    mad r0.y, r3.x, c24.y, r1.y
    mad r0.y, r0.y, c24.z, c24.w
    dp3 r0.z, v2, v2
    rsq r0.z, r0.z
    mul r0.zw, r0.z, v2.xyxy
    mul r1.xy, r0.y, r0.zwzw
    mad r0.yz, r0.y, r0.xzww, v6.xxyw
    mad r1.xy, v6, c26, r1
    add r1.zw, r1.xyxy, c16.xyxy
    texld r4, r1.zwzw, s0
    add r1.zw, r0.xyyz, c17.xyxy
    texld r5, r1.zwzw, s0
    add r0.w, r4.y, r5.y
    add r1.zw, r0.xyyz, c18.xyxy
    texld r4, r1.zwzw, s0
    add r1.zw, r1.xyxy, c12.xyxy
    texld r5, r1.zwzw, s0
    add r1.z, r4.y, r5.y
    mad_sat r1.w, r3.x, c22.x, c22.y
    lrp r2.x, r1.w, r1.z, r0.w
    mul r0.w, r2.x, c23.y
    mad r1.zw, r5.x, c24_abs, r0.xyyz
    add r0.yz, r0, c15.xxyw
    add r1.zw, r1, c13.xyxy
    texld r4, r1.zwzw, s0
    mul r1.w, r4.x, c23.z
    mov r1.z, c14.x
    add r1.xy, r1, r1.zwzw
    mov r1.zw, c26
    mad r1.xy, c14.y, r1.zwzw, r1
    texld r1, r1, s0
    add r1.x, r4.x, r1.x
    mad r1.y, r1.x, c26.x, -r0.w
    mad_pp r0.w, v0.x, r1.y, r0.w
    mad r1.y, r1.x, c21.x, r3.x
    mul r1.x, r1.x, c26.x
    mov r2.w, -r1.y
    add r0.yz, r2.xzww, r0
    texld_pp r2, r0.yzzw, s2
    mad_pp r1.yzw, r2.xwyz, c21.y, c21.z
    lrp r2.xyz, r5.x, c26.zzww, r1.yzww
    add r1.yzw, -r2.xxyz, c26.xzzw
    mad r1.yzw, r1, c23.y, r2.xxyz
    lrp_pp r2.xyz, v0.x, c26.zzww, r1.yzww
    mul_pp r1.yzw, r2.y, v4.xxyz
    mad_pp r1.yzw, r2.x, v3.xxyz, r1
    mad_pp r1.yzw, r2.z, v5.xxyz, r1
    nrm_pp r3.xyz, r1.yzww
    mul r1.yzw, c1.xxyz, v1.y
    mad r1.yzw, v9.x, c0.xxyz, r1
    mad r1.yzw, v1.w, c2.xxyz, r1
    add r1.yzw, r1, c3.xxyz
    mad r4.xyz, r1.yzww, -c4.w, c4
    add r1.yzw, -r1, c20.xxyz
    nrm_pp r5.xyz, r4
    dp3_sat_pp r0.y, r5, r3
    nrm_pp r4.xyz, r3
    texldp_pp r3, v1, s4
    dp4_sat_pp r0.z, r3, c6
    add_pp r0.z, -r0.z, c23.x
    mul_sat_pp r0.z, r0.z, v4.w
    mul_pp r3.xyz, r0.z, c5
    mul_pp r6.xyz, r0.y, r3
    mul_pp r6.xyz, r0.w, r6
    dp3 r0.y, r1.yzww, r1.yzww
    rsq r0.y, r0.y
    mad_pp r1.yzw, r1, r0.y, r5.xxyz
    nrm_pp r5.xyz, r1.yzww
    dp3_sat_pp r0.y, r4, r5
    pow_pp r1.y, r0.y, c21.w
    mul_pp r1.yzw, r3.xxyz, r1.y
    mov_sat r1.x, r1.x
    mad_pp r0.y, v0.x, -r1.x, r1.x
    mad_pp r1.xyz, r0.y, r1.yzww, r6
    dp3 r0.z, -v2, r2
    add r0.z, r0.z, r0.z
    mad r3.xyz, r2, -r0.z, -v2
    dp3 r0.z, v5, r2
    mul r2.xyz, r3.y, v4
    mad r2.xyz, r3.x, v3, r2
    mad r2.xyz, r3.z, v5, r2
    mov r2.w, c22.z
    texldl_pp r2, r2, s3
    mad_pp r1.w, r2.w, c25.x, c25.y
    pow_pp r2.w, r1_abs.w, c22.w
    mul_pp r2.xyz, r2, r2.w
    mad_pp r1.xyz, r2, r0.y, r1
    mad_sat_pp r0.y, r0.z, c23.y, c23.y
    mul_pp r0.y, r0.y, r0.y
    lrp_pp r1.w, r0.y, r0.x, c19.w
    mul_pp r0.x, r0.w, r1.w
    mad_pp r0.xyz, c19, r0.x, r1
    add_pp r1.xyz, -r0, c7
    mad_pp oC0.xyz, v1.z, r1, r0
    mov_pp r0.x, c9.x
    mad_pp r0.x, r0.x, v2.w, c31.x
    add r0.y, -r0.x, v1.w
    mad_pp oC0.w, c8.x, r0.y, r0.x

// approximately 119 instruction slots used (12 texture, 107 arithmetic)
 

