//
// Generated by Microsoft (R) D3DX9 Shader Compiler 
//
// Parameters:
//
//   float4 Ambient;
//   sampler2D Texture2D_0;
//   sampler2D Texture2D_1;
//   sampler2D Texture2D_2;
//   sampler2D Texture2D_3;
//   sampler2D Texture2D_4;
//   sampler2D Texture2D_5;
//   float UniformScalar_0;
//   float UniformScalar_1;
//   float UniformScalar_2;
//   float UniformScalar_3;
//   float UniformScalar_5;
//   float4 UniformVector_0;
//   float4 UniformVector_1;
//   float4 UniformVector_2;
//   float4 UniformVector_3;
//   float4 fogColor;
//   float globalOpacity;
//   
//   struct
//   {
//       float4 worldVector;
//       float4 color;
//       float4 channelMask;
//
//   } lights[4];
//   
//   float4 nvidiaHack;
//   sampler2D s_shadowMask;
//   float sceneDepthAlphaMask;
//   row_major float4x4 screenToWorld;
//   float3 worldEyePos;
//
//
// Registers:
//
//   Name                Reg   Size
//   ------------------- ----- ----
//   lights              c0      12
//   screenToWorld       c12      4
//   fogColor            c16      1
//   sceneDepthAlphaMask c17      1
//   globalOpacity       c18      1
//   UniformVector_0     c19      1
//   UniformVector_1     c20      1
//   UniformVector_2     c21      1
//   UniformVector_3     c22      1
//   UniformScalar_0     c23      1
//   UniformScalar_1     c24      1
//   UniformScalar_2     c25      1
//   UniformScalar_3     c26      1
//   UniformScalar_5     c27      1
//   Ambient             c28      1
//   worldEyePos         c29      1
//   nvidiaHack          c31      1
//   Texture2D_0         s0       1
//   Texture2D_1         s1       1
//   Texture2D_2         s2       1
//   Texture2D_3         s3       1
//   Texture2D_4         s4       1
//   Texture2D_5         s5       1
//   s_shadowMask        s6       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 };
//
//   screenToWorld
//     c12  = { 0, 0, 0, 0 };
//     c13  = { 0, 0, 0, 0 };
//     c14  = { 0, 0, 0, 0 };
//     c15  = { 0, 0, 0, 0 };
//
//   fogColor
//     c16  = { 0, 0, 0, 0 };
//
//   sceneDepthAlphaMask
//     c17  = { 0, 0, 0, 0 };
//
//   globalOpacity
//     c18  = { 0, 0, 0, 0 };
//
//   UniformVector_0
//     c19  = { 0, 0, 0, 0 };
//
//   UniformVector_1
//     c20  = { 0, 0, 0, 0 };
//
//   UniformVector_2
//     c21  = { 0, 0, 0, 0 };
//
//   UniformVector_3
//     c22  = { 0, 0, 0, 0 };
//
//   UniformScalar_0
//     c23  = { 0, 0, 0, 0 };
//
//   UniformScalar_1
//     c24  = { 0, 0, 0, 0 };
//
//   UniformScalar_2
//     c25  = { 0, 0, 0, 0 };
//
//   UniformScalar_3
//     c26  = { 0, 0, 0, 0 };
//
//   UniformScalar_5
//     c27  = { 0, 0, 0, 0 };
//
//   Ambient
//     c28  = { 0, 0, 0, 0 };
//
//   worldEyePos
//     c29  = { 0, 0, 0, 0 };
//
//   nvidiaHack
//     c31  = { 0, 0, 0, 0 };
//

    ps_3_0
    def c30, -2, 3, 1.00000001e-007, 0
    def c32, 2, -1, -0.699999988, 1
    def c33, 0.5, 0, 0, 0
  dcl_texcoord8 v9.x
    dcl_texcoord6 v0
    dcl_texcoord7 v1
    dcl_texcoord3_pp v2
    dcl_texcoord4_pp v3
    dcl_texcoord5_pp v4
    dcl_color v5.y
    dcl_texcoord1 v6.xy
    dcl_2d s0
    dcl_2d s1
    dcl_2d s2
    dcl_2d s3
    dcl_2d s4
    dcl_2d s5
    dcl_2d s6
    texldp_pp r0, v0, s6
    dp4_sat_pp r1.x, r0, c2
    add_pp r1.x, -r1.x, c32.w
    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, c32.w
    mul_sat_pp r1.w, r1.w, v4.w
    mul_pp r2.xyz, r1.w, c4
    mul r3.xyz, c13, v0.y
    mad r3.xyz, v9.x, c12, r3
    mad r3.xyz, v0.w, c14, r3
    add r3.xyz, r3, c15
    mad r4.xyz, r3, -c3.w, c3
    dp3 r1.w, r4, r4
    rsq r1.w, r1.w
    add r5.xyz, -r3, c29
    nrm_pp r6.xyz, r5
    mad_pp r5.xyz, r4, r1.w, r6
    mul_pp r4.xyz, r4, r1.w
    nrm_pp r7.xyz, r5
    texld_pp r5, v6, s0
    mad_pp r5.xyz, r5.wyzw, c32.x, c32.y
    mul_pp r8.xyz, r5.y, v3
    mad_pp r8.xyz, r5.x, v2, r8
    mad_pp r8.xyz, r5.z, v4, r8
    nrm_pp r9.xyz, r8
    nrm_pp r8.xyz, r9
    dp3_sat_pp r1.w, r8, r7
    mov r7.z, c30.z
    add_pp r2.w, r7.z, c27.x
    pow_pp r3.w, r1.w, r2.w
    mul_pp r7.xyz, r2, r3.w
    mad r10.xyz, r3, -c0.w, c0
    dp3 r1.w, r10, r10
    rsq r1.w, r1.w
    mad_pp r11.xyz, r10, r1.w, r6
    mul_pp r10.xyz, r10, r1.w
    nrm_pp r12.xyz, r11
    dp3_sat_pp r1.w, r8, r12
    pow_pp r3.w, r1.w, r2.w
    mad_pp r7.xyz, r3.w, r1, r7
    dp4_sat_pp r1.w, r0, c8
    dp4_sat_pp r0.x, r0, c11
    add_pp r0.y, -r1.w, c32.w
    mul_sat_pp r0.y, r0.y, v2.w
    mul_pp r0.yzw, r0.y, c7.xxyz
    mad r11.xyz, r3, -c6.w, c6
    mad r3.xyz, r3, -c9.w, c9
    dp3 r1.w, r11, r11
    rsq r1.w, r1.w
    mad_pp r12.xyz, r11, r1.w, r6
    mul_pp r11.xyz, r11, r1.w
    nrm_pp r13.xyz, r12
    dp3_sat_pp r1.w, r8, r13
    pow_pp r3.w, r1.w, r2.w
    mad_pp r7.xyz, r3.w, r0.yzww, r7
    add_pp r0.x, -r0.x, c32.w
    mul_sat_pp r0.x, r0.x, v5.y
    mul_pp r12.xyz, r0.x, c10
    dp3 r0.x, r3, r3
    rsq r0.x, r0.x
    mad_pp r6.xyz, r3, r0.x, r6
    mul_pp r3.xyz, r3, r0.x
    nrm_pp r13.xyz, r6
    dp3_sat_pp r0.x, r8, r13
    pow_pp r1.w, r0.x, r2.w
    mad_pp r6.xyz, r1.w, r12, r7
    dp3_sat_pp r0.x, r4, r9
    mul_pp r2.xyz, r2, r0.x
    dp3_sat_pp r0.x, r10, r9
    mad_pp r1.xyz, r0.x, r1, r2
    dp3_sat_pp r0.x, r11, r9
    dp3_sat_pp r1.w, r3, r9
    mad_pp r0.xyz, r0.x, r0.yzww, r1
    mad_pp r0.xyz, r1.w, r12, r0
    texld r1, v6, s3
    mul r0.w, r1.x, c32.z
    mad r1.y, r1.x, -c32.z, c32.w
    rcp r1.y, r1.y
    mul_sat r0.w, -r0.w, r1.y
    mad r1.z, r0.w, c30.x, c30.y
    mul r0.w, r0.w, r0.w
    mul r0.w, r1.z, r0.w
    mov r2.xyz, c20
    lrp r3.xyz, r0.w, r2, c19
    mul r3.xyz, r0.w, r3
    mul r4.xyz, r3, r3
    texld r7, v6, s2
    mul r8.xyz, r4, r7
    mul r9.xyz, r7, r7
    mul r4.xyz, r4, r9
    add r4.xyz, r4, r4
    mad r4.xyz, r8, c32.x, -r4
    mad_pp r4.xyz, r9, r3, r4
    mul_pp r0.xyz, r0, r4
    mov r4.x, c26.x
    mul r4.xyz, r4.x, c22
    texld r8, v6, s4
    mul r4.xyz, r4, r8.y
    mul_pp r3.xyz, r3, r4
    mad_pp r0.xyz, r3, r6, r0
    nrm r3.xyz, v1
    dp3 r0.w, r5, r3
    dp3 r1.z, v4, r5
    add r1.w, -r0_abs.w, c32.w
    max r2.w, r1.w, c30.w
    pow r1.w, r2.w, c24.x
    mul r1.w, r1.w, c25.x
    mad_pp r0.xyz, r8.y, r1.w, r0
    mad r1.x, r1.x, -c32.z, r0.w
    mul_sat r1.x, r1.y, r1.x
    mad r1.y, r1.x, c30.x, c30.y
    mul r1.x, r1.x, r1.x
    mul r1.x, r1.y, r1.x
    add r2.xyz, -r2, c21
    mad r2.xyz, r0.w, r2, c20
    lrp r3.xyz, r1.x, r2, c19
    mul r2.xyz, r1.x, r3
    mul r3.xyz, r2, r2
    mul r4.xyz, r7, r3
    mul r3.xyz, r9, r3
    add r3.xyz, r3, r3
    mad r3.xyz, r4, c32.x, -r3
    mad_pp r2.xyz, r9, r2, r3
    mad_sat_pp r0.w, r1.z, c33.x, c33.x
    mul_pp r0.w, r0.w, r0.w
    mov r2.w, c32.w
    lrp_pp r1.x, r0.w, r2.w, c28.w
    mul_pp r1.xyz, r2, r1.x
    mad_pp r0.xyz, c28, r1, r0
    texld r2, v6, s1
    mad_pp r0.xyz, c23.x, r2, r0
    mad_pp r0.xyz, r8.y, r1.w, r0
    add_pp r1.xyz, -r0, c16
    mad_pp oC0.xyz, v0.z, r1, r0
    texld_pp r0, v6, s5
    mul r0.y, c18.x, v1.w
    mad_pp r0.x, r0.x, r0.y, c31.x
    add r0.y, -r0.x, v0.w
    mad_pp oC0.w, c17.x, r0.y, r0.x

// approximately 167 instruction slots used (7 texture, 160 arithmetic)
 

