//
// Generated by Microsoft (R) D3DX9 Shader Compiler 
//
// Parameters:
//
//   sampler2D Texture2D_0;
//   sampler2D Texture2D_1;
//   sampler2D Texture2D_2;
//   float UniformScalar_8;
//   float4 UniformVector_0;
//   float4 UniformVector_1;
//   float4 UniformVector_2;
//   float4 fogColor;
//   float globalOpacity;
//   
//   struct
//   {
//       float4 worldVector;
//       float4 color;
//       float4 channelMask;
//
//   } lights[6];
//   
//   float4 nvidiaHack;
//   sampler2D s_shadowMask;
//   float sceneDepthAlphaMask;
//   row_major float4x4 screenToWorld;
//
//
// Registers:
//
//   Name                Reg   Size
//   ------------------- ----- ----
//   lights              c0      18
//   screenToWorld       c18      4
//   fogColor            c22      1
//   sceneDepthAlphaMask c23      1
//   globalOpacity       c24      1
//   UniformVector_0     c25      1
//   UniformVector_1     c26      1
//   UniformVector_2     c27      1
//   UniformScalar_8     c28      1
//   nvidiaHack          c31      1
//   Texture2D_0         s0       1
//   Texture2D_1         s1       1
//   Texture2D_2         s2       1
//   s_shadowMask        s3       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 };
//     c15  = { 0, 0, 0, 0 };
//     c16  = { 0, 0, 0, 0 };
//     c17  = { 0, 0, 0, 0 };
//
//   screenToWorld
//     c18  = { 0, 0, 0, 0 };
//     c19  = { 0, 0, 0, 0 };
//     c20  = { 0, 0, 0, 0 };
//     c21  = { 0, 0, 0, 0 };
//
//   fogColor
//     c22  = { 0, 0, 0, 0 };
//
//   sceneDepthAlphaMask
//     c23  = { 0, 0, 0, 0 };
//
//   globalOpacity
//     c24  = { 0, 0, 0, 0 };
//
//   UniformVector_0
//     c25  = { 0, 0, 0, 0 };
//
//   UniformVector_1
//     c26  = { 0, 0, 0, 0 };
//
//   UniformVector_2
//     c27  = { 0, 0, 0, 0 };
//
//   UniformScalar_8
//     c28  = { 0, 0, 0, 0 };
//
//   nvidiaHack
//     c31  = { 0, 0, 0, 0 };
//

    ps_3_0
    def c29, 0.100000001, 0, 1, -2
    def c30, 0.0500000007, 0.100000016, 0.5, 0
    def c32, 9, 1, 0.100000001, 0
  dcl_texcoord8 v9.x
    dcl_texcoord6 v0
    dcl_texcoord7 v1.w
    dcl_texcoord3_pp v2.w
    dcl_texcoord4_pp v3.w
    dcl_texcoord5_pp v4
    dcl_color v5.xyz
    dcl_texcoord1 v6.xy
    dcl_2d s0
    dcl_2d s1
    dcl_2d s2
    dcl_2d s3
    texldp_pp r0, v0, s3
    dp4_sat_pp r1.x, r0, c2
    add_pp r1.x, -r1.x, c29.z
    mul_sat_pp r1.x, r1.x, v3.w
    mul_pp r1.xyz, r1.x, c1
    dp4_sat_pp r1.w, r0, c5
    add_pp r1.w, -r1.w, c29.z
    mul_sat_pp r1.w, r1.w, v4.w
    mul_pp r2.xyz, r1.w, c4
    mul r3.xyz, c19, v0.y
    mad r3.xyz, v9.x, c18, r3
    mad r3.xyz, v0.w, c20, r3
    add r3.xyz, r3, c21
    mad r4.xyz, r3, -c3.w, c3
    nrm_pp r5.xyz, r4
    nrm_pp r4.xyz, v4
    dp3_sat_pp r1.w, r5, r4
    mul_pp r2.xyz, r2, r1.w
    mad r5.xyz, r3, -c0.w, c0
    nrm_pp r6.xyz, r5
    dp3_sat_pp r1.w, r6, r4
    mad_pp r1.xyz, r1.w, r1, r2
    dp4_sat_pp r1.w, r0, c8
    add_pp r1.w, -r1.w, c29.z
    mul_sat_pp r1.w, r1.w, v2.w
    mul_pp r2.xyz, r1.w, c7
    mad r5.xyz, r3, -c6.w, c6
    nrm_pp r6.xyz, r5
    dp3_sat_pp r1.w, r6, r4
    mad_pp r1.xyz, r1.w, r2, r1
    dp4_sat_pp r1.w, r0, c11
    add_pp r1.w, -r1.w, c29.z
    mul_sat_pp r1.w, r1.w, v5.y
    mul_pp r2.xyz, r1.w, c10
    mad r5.xyz, r3, -c9.w, c9
    nrm_pp r6.xyz, r5
    dp3_sat_pp r1.w, r6, r4
    mad_pp r1.xyz, r1.w, r2, r1
    dp4_sat_pp r1.w, r0, c14
    dp4_sat_pp r0.x, r0, c17
    add_pp r0.y, -r1.w, c29.z
    mul_sat_pp r0.y, r0.y, v5.z
    mul_pp r0.yzw, r0.y, c13.xxyz
    mad r2.xyz, r3, -c12.w, c12
    mad r3.xyz, r3, -c15.w, c15
    nrm_pp r5.xyz, r2
    dp3_sat_pp r1.w, r5, r4
    mad_pp r0.yzw, r1.w, r0, r1.xxyz
    add_pp r0.x, -r0.x, c29.z
    mul_sat_pp r0.x, r0.x, v5.x
    mul_pp r1.xyz, r0.x, c16
    nrm_pp r2.xyz, r3
    dp3_sat_pp r0.x, r2, r4
    mad_pp r0.xyz, r0.x, r1, r0.yzww
    mov r1.x, c28.x
    mad r1.xy, r1.x, v6, c25
    texld r1, r1, s0
    mul r1.y, r1.y, c29.x
    mov r1.x, c26.x
    mad r1.xy, c28.x, v6, r1
    mov r2.yz, c29
    mad r1.xy, c26.y, r2.yzzw, r1
    texld_pp r1, r1, s1
    mad_pp r0.w, r1.y, -c29.w, -c29.z
    mul r1.yz, r0.w, c30.xxyw
    mad r0.w, r0.w, c30.z, c30.z
    mov r1.x, c27.x
    mad r1.xy, c28.x, v6, r1
    mad r1.xy, c27.y, r2.yzzw, r1
    texld_pp r2, r1, s1
    mad_pp r1.x, r2.y, -c29.w, -c29.z
    mad r1.x, r1.x, c30.y, r1.z
    mul r1.x, r1.x, c30.z
    mov r1.y, c29.y
    add r1.xy, r1, v6
    texld r1, r1, s2
    mad_pp r1.xzw, r1.y, c32.xyyz, c32.yyww
    mul_pp r0.w, r0.w, r1.y
    mul_pp r2.xyz, r0, r1.xzww
    mad_pp r0.xyz, r1.xzww, -r0, c22
    mad_pp oC0.xyz, v0.z, r0, r2
    mul r0.x, c24.x, v1.w
    mad_pp r0.x, r0.w, r0.x, c31.x
    add r0.y, -r0.x, v0.w
    mad_pp oC0.w, c23.x, r0.y, r0.x

// approximately 99 instruction slots used (5 texture, 94 arithmetic)
 

