//
// Generated by Microsoft (R) D3DX9 Shader Compiler 
//
// Parameters:
//
//   sampler2D Texture2D_0;
//   sampler2D Texture2D_1;
//   sampler2D Texture2D_2;
//   float UniformScalar_11;
//   float UniformScalar_12;
//   float UniformScalar_13;
//   float UniformScalar_14;
//   float4 UniformVector_0;
//   float4 UniformVector_1;
//   float4 UniformVector_2;
//   float4 fogColor;
//   float globalOpacity;
//   
//   struct
//   {
//       float4 worldVector;
//       float4 color;
//       float4 channelMask;
//
//   } lights[5];
//   
//   float4 nvidiaHack;
//   sampler2D s_luminanceMap1;
//   sampler2D s_luminanceMap2;
//   sampler2D s_shadowMask;
//   float sceneDepthAlphaMask;
//   row_major float4x4 screenToWorld;
//   float3 worldEyePos;
//
//
// Registers:
//
//   Name                Reg   Size
//   ------------------- ----- ----
//   lights              c0      15
//   screenToWorld       c15      4
//   fogColor            c19      1
//   sceneDepthAlphaMask c20      1
//   globalOpacity       c21      1
//   UniformVector_0     c22      1
//   UniformVector_1     c23      1
//   UniformVector_2     c24      1
//   UniformScalar_11    c25      1
//   UniformScalar_12    c26      1
//   UniformScalar_13    c27      1
//   UniformScalar_14    c28      1
//   worldEyePos         c29      1
//   nvidiaHack          c31      1
//   Texture2D_0         s0       1
//   Texture2D_1         s1       1
//   Texture2D_2         s2       1
//   s_luminanceMap1     s3       1
//   s_luminanceMap2     s4       1
//   s_shadowMask        s5       1
//
//
// Default values:
//
//   lights
//     c0   = { 0, 0, 0, 0 };
//     c1   = { 0, 0, 0, 0 };
//     c2   = { 0, 0, 0, 0 };
//     c3   = { 0, 0, 0, 0 };
//     c4   = { 0, 0, 0, 0 };
//     c5   = { 0, 0, 0, 0 };
//     c6   = { 0, 0, 0, 0 };
//     c7   = { 0, 0, 0, 0 };
//     c8   = { 0, 0, 0, 0 };
//     c9   = { 0, 0, 0, 0 };
//     c10  = { 0, 0, 0, 0 };
//     c11  = { 0, 0, 0, 0 };
//     c12  = { 0, 0, 0, 0 };
//     c13  = { 0, 0, 0, 0 };
//     c14  = { 0, 0, 0, 0 };
//
//   screenToWorld
//     c15  = { 0, 0, 0, 0 };
//     c16  = { 0, 0, 0, 0 };
//     c17  = { 0, 0, 0, 0 };
//     c18  = { 0, 0, 0, 0 };
//
//   fogColor
//     c19  = { 0, 0, 0, 0 };
//
//   sceneDepthAlphaMask
//     c20  = { 0, 0, 0, 0 };
//
//   globalOpacity
//     c21  = { 0, 0, 0, 0 };
//
//   UniformVector_0
//     c22  = { 0, 0, 0, 0 };
//
//   UniformVector_1
//     c23  = { 0, 0, 0, 0 };
//
//   UniformVector_2
//     c24  = { 0, 0, 0, 0 };
//
//   UniformScalar_11
//     c25  = { 0, 0, 0, 0 };
//
//   UniformScalar_12
//     c26  = { 0, 0, 0, 0 };
//
//   UniformScalar_13
//     c27  = { 0, 0, 0, 0 };
//
//   UniformScalar_14
//     c28  = { 0, 0, 0, 0 };
//
//   worldEyePos
//     c29  = { 0, 0, 0, 0 };
//
//   nvidiaHack
//     c31  = { 0, 0, 0, 0 };
//

    ps_3_0
    def c30, 0.100000001, 0, 1, -2
    def c32, 0.0500000007, 0.100000016, -0.0500000007, 0.00999999978
    def c33, 0.99000001, 0.00999999978, 0, 0
    def c34, 0.899999976, 0, 1, 300
  dcl_texcoord8 v9.x
    dcl_texcoord6 v0
    dcl_texcoord7 v1
    dcl_texcoord3_pp v2
    dcl_texcoord4_pp v3
    dcl_texcoord5_pp v4.xyz
    dcl_color v5.xy
    dcl_texcoord1 v6.xy
    dcl_2d s0
    dcl_2d s1
    dcl_2d s2
    dcl_2d s3
    dcl_2d s4
    dcl_2d s5
    add r0.xy, c22, v6
    texld r0, r0, s0
    mul r1.y, r0.y, c30.x
    mul r0.xyz, r0, c32.w
    mov r1.x, c23.x
    add r1.xy, r1, v6
    mov r2.yz, c30
    mad r1.xy, c23.y, r2.yzzw, r1
    texld_pp r1, r1, s1
    mad_pp r1, r1.yxyz, -c30.w, -c30.z
    mul r3.yz, r1.x, c32.xxyw
    lrp r4.xyz, c34.x, c34.yyzw, r1.yzww
    mov r3.x, c24.x
    add r1.xy, r3, v6
    mad r1.xy, c24.y, r2.yzzw, r1
    texld_pp r1, r1, s1
    mad_pp r1.xyz, r1, -c30.w, -c30.z
    mad r0.w, r1.y, c32.y, r3.z
    lrp r2.xyz, c34.x, c34.yyzw, r1
    mul r1.y, r0.w, c30.x
    mul r1.zw, c25.x, v6.xyxy
    add r1.zw, r1, r1
    dp3 r0.w, v1, v1
    rsq r0.w, r0.w
    mul r3.xyz, r0.w, v1.zxyw
    mov r5.xz, c32
    mad r0.w, c26.x, r5.x, r5.z
    mad r1.zw, r0.w, r3.xyyz, r1
    max r0.w, r3.x, c30.y
    mov r1.x, c30.y
    add r1.xy, r1, r1.zwzw
    texld r1, r1, s2
    add r0.w, -r0.w, c30.z
    mul r1.w, r0.w, r0.w
    mul r0.w, r0.w, r1.w
    mov r3.x, c28.x
    add r1.w, -r3.x, c27.x
    mad r1.w, r0.w, r1.w, c28.x
    mad_pp r0.w, r0.w, c33.x, c33.y
    mad_pp r0.xyz, r1.w, r1, r0
    mad_pp r1.xyz, r4, c30.zzyw, r2
    mul_pp r2.xyz, r1.y, v3
    mad_pp r1.xyw, r1.x, v2.xyzz, r2.xyzz
    mad_pp r1.xyz, r1.z, v4, r1.xyww
    nrm_pp r2.xyz, r1
    mul r1.xyz, c16, v0.y
    mad r1.xyz, v9.x, c15, r1
    mad r1.xyz, v0.w, c17, r1
    add r1.xyz, r1, c18
    mad r3.xyz, r1, -c0.w, c0
    dp3 r1.w, r3, r3
    rsq r1.w, r1.w
    mul_pp r4.xyz, r3, r1.w
    dp3_sat_pp r2.w, r4, r2
    mad r4.xyz, r1, -c3.w, c3
    dp3 r3.w, r4, r4
    rsq r3.w, r3.w
    mul_pp r5.xyz, r4, r3.w
    dp3_sat_pp r4.w, r5, r2
    mov_pp r5.x, v2.w
    mov_pp r5.y, v3.w
    texld_pp r5, r5, s3
    texldp_pp r6, v0, s5
    dp4_sat_pp r5.w, r6, c5
    add_pp r5.w, -r5.w, c30.z
    mul_sat_pp r5.z, r5.z, r5.w
    mul_pp r7.xyz, r5.z, c4
    mul_pp r8.xyz, r4.w, r7
    dp4_sat_pp r4.w, r6, c2
    add_pp r4.w, -r4.w, c30.z
    mul_sat_pp r4.w, r5.y, r4.w
    mul_pp r5.yzw, r4.w, c1.xxyz
    mad_pp r8.xyz, r2.w, r5.yzww, r8
    mad r9.xyz, r1, -c6.w, c6
    dp3 r2.w, r9, r9
    rsq r2.w, r2.w
    mul_pp r10.xyz, r9, r2.w
    dp3_sat_pp r4.w, r10, r2
    dp4_sat_pp r7.w, r6, c8
    add_pp r7.w, -r7.w, c30.z
    mul_sat_pp r5.x, r5.x, r7.w
    mul_pp r10.xyz, r5.x, c7
    mad_pp r8.xyz, r4.w, r10, r8
    mad r11.xyz, r1, -c9.w, c9
    dp3 r4.w, r11, r11
    rsq r4.w, r4.w
    mul_pp r12.xyz, r11, r4.w
    dp3_sat_pp r5.x, r12, r2
    dp4_sat_pp r7.w, r6, c11
    dp4_sat_pp r6.x, r6, c14
    add_pp r6.y, -r7.w, c30.z
    texld_pp r12, v5, s4
    mul_sat_pp r6.y, r6.y, r12.y
    mul_pp r6.yzw, r6.y, c10.xxyz
    mad_pp r8.xyz, r5.x, r6.yzww, r8
    mad r12.xyw, r1.xyzz, -c12.w, c12.xyzz
    add r1.xyz, -r1, c29
    dp3 r5.x, r12.xyww, r12.xyww
    rsq r5.x, r5.x
    mul_pp r13.xyz, r12.xyww, r5.x
    dp3_sat_pp r7.w, r13, r2
    nrm_pp r13.xyz, r2
    add_pp r2.x, -r6.x, c30.z
    mul_sat_pp r2.x, r12.z, r2.x
    mul_pp r2.xyz, r2.x, c13
    mad_pp r8.xyz, r7.w, r2, r8
    mul_pp r0.xyz, r0, r8
    nrm_pp r8.xyz, r1
    mad_pp r1.xyz, r4, r3.w, r8
    nrm_pp r4.xyz, r1
    dp3_sat_pp r1.x, r13, r4
    pow_pp r3.w, r1.x, c34.w
    mul_pp r1.xyz, r7, r3.w
    mad_pp r3.xyz, r3, r1.w, r8
    nrm_pp r4.xyz, r3
    dp3_sat_pp r1.w, r13, r4
    pow_pp r3.x, r1.w, c34.w
    mad_pp r1.xyz, r3.x, r5.yzww, r1
    mad_pp r3.xyz, r9, r2.w, r8
    nrm_pp r4.xyz, r3
    dp3_sat_pp r1.w, r13, r4
    pow_pp r2.w, r1.w, c34.w
    mad_pp r1.xyz, r2.w, r10, r1
    mad_pp r3.xyz, r11, r4.w, r8
    mad_pp r4.xyz, r12.xyww, r5.x, r8
    nrm_pp r5.xyz, r3
    dp3_sat_pp r1.w, r13, r5
    pow_pp r2.w, r1.w, c34.w
    mad_pp r1.xyz, r2.w, r6.yzww, r1
    nrm_pp r3.xyz, r4
    dp3_sat_pp r1.w, r13, r3
    pow_pp r2.w, r1.w, c34.w
    mad_pp r1.xyz, r2.w, r2, r1
    mad_pp r0.xyz, r0.w, r1, r0
    add_pp r1.xyz, -r0, c19
    mad_pp oC0.xyz, v0.z, r1, r0
    mov_pp r0.x, c21.x
    mad_pp r0.x, r0.x, v1.w, c31.x
    add r0.y, -r0.x, v0.w
    mad_pp oC0.w, c20.x, r0.y, r0.x

// approximately 166 instruction slots used (7 texture, 159 arithmetic)
 

