//
// Generated by Microsoft (R) D3DX9 Shader Compiler 
//
// Parameters:
//
//   float4 Ambient;
//   float3 diffuseColor;
//   float4 fogColor;
//   float globalOpacity;
//   float2 heightMapScaleAndBias;
//   
//   struct
//   {
//       float4 worldVector;
//       float4 color;
//       float4 channelMask;
//
//   } lights[4];
//   
//   sampler2D mtbSampleSlot1;
//   sampler2D mtbSampleSlot2;
//   sampler2D mtbSampleSlot3;
//   sampler2D mtbSampleSlot4;
//   float4 nvidiaHack;
//   sampler2D s_luminanceMap1;
//   sampler2D s_luminanceMap2;
//   sampler2D s_shadowMask;
//   float sceneDepthAlphaMask;
//   row_major float4x4 screenToWorld;
//   float3 specularColor;
//   float specularPower;
//   float3 worldEyePos;
//
//
// Registers:
//
//   Name                  Reg   Size
//   --------------------- ----- ----
//   lights                c0      12
//   screenToWorld         c12      4
//   fogColor              c16      1
//   sceneDepthAlphaMask   c17      1
//   globalOpacity         c18      1
//   specularPower         c19      1
//   specularColor         c20      1
//   diffuseColor          c21      1
//   heightMapScaleAndBias c22      1
//   Ambient               c23      1
//   worldEyePos           c24      1
//   nvidiaHack            c31      1
//   mtbSampleSlot1        s0       1
//   mtbSampleSlot2        s1       1
//   mtbSampleSlot3        s2       1
//   mtbSampleSlot4        s3       1
//   s_luminanceMap1       s4       1
//   s_luminanceMap2       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 };
//
//   specularPower
//     c19  = { 0, 0, 0, 0 };
//
//   specularColor
//     c20  = { 0, 0, 0, 0 };
//
//   diffuseColor
//     c21  = { 0, 0, 0, 0 };
//
//   heightMapScaleAndBias
//     c22  = { 0, 0, 0, 0 };
//
//   Ambient
//     c23  = { 0, 0, 0, 0 };
//
//   worldEyePos
//     c24  = { 0, 0, 0, 0 };
//
//   nvidiaHack
//     c31  = { 0, 0, 0, 0 };
//

    ps_3_0
    def c25, 2, -1, 1, 1.00000001e-007
    def c26, 0.5, 0, 0, 0
  dcl_texcoord8 v9.x
    dcl_texcoord v0.xy
    dcl_texcoord6 v1
    dcl_texcoord7 v2
    dcl_texcoord3_pp v3
    dcl_texcoord4_pp v4
    dcl_texcoord5_pp v5.xyz
    dcl_color v6.xy
    dcl_2d s0
    dcl_2d s1
    dcl_2d s2
    dcl_2d s3
    dcl_2d s4
    dcl_2d s5
    dcl_2d s6
    mov_pp r0.x, v3.w
    mov_pp r0.y, v4.w
    texld_pp r0, r0, s4
    texldp_pp r1, v1, s6
    dp4_sat_pp r0.w, r1, c5
    add_pp r0.w, -r0.w, c25.z
    mul_sat_pp r0.z, r0.z, r0.w
    mul_pp r2.xyz, r0.z, c4
    mul r3.xyz, c13, v1.y
    mad r3.xyz, v9.x, c12, r3
    mad r3.xyz, v1.w, c14, r3
    add r3.xyz, r3, c15
    mad r4.xyz, r3, -c3.w, c3
    dp3 r0.z, r4, r4
    rsq r0.z, r0.z
    add r5.xyz, -r3, c24
    nrm_pp r6.xyz, r5
    mad_pp r5.xyz, r4, r0.z, r6
    mul_pp r4.xyz, r4, r0.z
    nrm_pp r7.xyz, r5
    dp3 r0.z, v2, v2
    rsq r0.z, r0.z
    mul_pp r0.zw, r0.z, v2.xyxy
    texld_pp r5, v0, s3
    mad_pp r2.w, c22.x, r5.x, c22.y
    mad_pp r0.zw, r2.w, r0, v0.xyxy
    texld_pp r5, r0.zwzw, s1
    mad_pp r5.xyz, r5.wyzw, c25.x, c25.y
    mul_pp r8.xyz, r5.y, v4
    mad_pp r8.xyz, r5.x, v3, r8
    mad_pp r8.xyz, r5.z, v5, r8
    dp3 r2.w, v5, r5
    nrm_pp r5.xyz, r8
    nrm_pp r8.xyz, r5
    dp3_sat_pp r3.w, r8, r7
    mov r7.zw, c25
    add_pp r4.w, r7.w, c19.x
    pow_pp r5.w, r3.w, r4.w
    mul_pp r7.xyw, r2.xyzz, r5.w
    dp4_sat_pp r3.w, r1, c2
    add_pp r3.w, -r3.w, c25.z
    mul_sat_pp r0.y, r0.y, r3.w
    mul_pp r9.xyz, r0.y, c1
    mad r10.xyz, r3, -c0.w, c0
    dp3 r0.y, r10, r10
    rsq r0.y, r0.y
    mad_pp r11.xyz, r10, r0.y, r6
    mul_pp r10.xyz, r10, r0.y
    nrm_pp r12.xyz, r11
    dp3_sat_pp r0.y, r8, r12
    pow_pp r3.w, r0.y, r4.w
    mad_pp r7.xyw, r3.w, r9.xyzz, r7
    dp4_sat_pp r0.y, r1, c8
    dp4_sat_pp r1.x, r1, c11
    add_pp r0.y, -r0.y, c25.z
    mul_sat_pp r0.x, r0.x, r0.y
    mul_pp r1.yzw, r0.x, c7.xxyz
    mad r11.xyz, r3, -c6.w, c6
    mad r3.xyz, r3, -c9.w, c9
    dp3 r0.x, r11, r11
    rsq r0.x, r0.x
    mad_pp r12.xyz, r11, r0.x, r6
    mul_pp r11.xyz, r11, r0.x
    nrm_pp r13.xyz, r12
    dp3_sat_pp r0.x, r8, r13
    pow_pp r3.w, r0.x, r4.w
    mad_pp r7.xyw, r3.w, r1.yzzw, r7
    add_pp r0.x, -r1.x, c25.z
    texld_pp r12, v6, s5
    mul_sat_pp r0.x, r0.x, r12.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.x, r0.x, r4.w
    mad_pp r6.xyz, r1.x, r12, r7.xyww
    texld_pp r8, r0.zwzw, s2
    texld_pp r0, r0.zwzw, s0
    mul_pp r7.xyw, r0.x, c20.xyzz
    mul_pp r0.xyz, r0, c21
    mul_pp r7.xyw, r8.xyzz, r7
    dp3_sat_pp r0.w, r4, r5
    mul_pp r2.xyz, r2, r0.w
    dp3_sat_pp r0.w, r10, r5
    mad_pp r2.xyz, r0.w, r9, r2
    dp3_sat_pp r0.w, r11, r5
    dp3_sat_pp r1.x, r3, r5
    mad_pp r1.yzw, r0.w, r1, r2.xxyz
    mad_pp r1.xyz, r1.x, r12, r1.yzww
    mul_pp r1.xyz, r0, r1
    mad_pp r1.xyz, r7.xyww, r6, r1
    mad_sat_pp r0.w, r2.w, c26.x, c26.x
    mul_pp r0.w, r0.w, r0.w
    lrp_pp r1.w, r0.w, r7.z, c23.w
    mul_pp r0.xyz, r0, r1.w
    mad_pp r0.xyz, c23, r0, r1
    add_pp r1.xyz, -r0, c16
    mad_pp oC0.xyz, v1.z, r1, r0
    mov_pp r0.x, c18.x
    mad_pp r0.x, r0.x, v2.w, c31.x
    add r0.y, -r0.x, v1.w
    mad_pp oC0.w, c17.x, r0.y, r0.x

// approximately 127 instruction slots used (7 texture, 120 arithmetic)
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