//
// Generated by Microsoft (R) D3DX9 Shader Compiler 
//
// Parameters:
//
//   float alphaFadeZbias;
//   float alphaFadeZbiasScale;
//   float4 fogColor;
//   float globalOpacity;
//   
//   struct
//   {
//       float4 worldVector;
//       float4 color;
//       float4 channelMask;
//
//   } lights[4];
//   
//   sampler2D mtbSampleSlot1;
//   float normalMapStrength;
//   float4 nvidiaHack;
//   sampler2D s_luminanceMap1;
//   sampler2D s_luminanceMap2;
//   sampler2D s_sceneDepth;
//   sampler2D s_shadowMask;
//   float sceneDepthAlphaMask;
//   row_major float4x4 screenToWorld;
//   float3 specularColor;
//   float specularPower;
//   float2 specularReflectivityConst;
//   float3 worldEyePos;
//
//
// Registers:
//
//   Name                      Reg   Size
//   ------------------------- ----- ----
//   lights                    c0      12
//   screenToWorld             c12      4
//   fogColor                  c16      1
//   sceneDepthAlphaMask       c17      1
//   globalOpacity             c18      1
//   normalMapStrength         c19      1
//   specularReflectivityConst c20      1
//   specularPower             c21      1
//   specularColor             c22      1
//   alphaFadeZbias            c23      1
//   alphaFadeZbiasScale       c24      1
//   worldEyePos               c25      1
//   nvidiaHack                c31      1
//   s_sceneDepth              s0       1
//   mtbSampleSlot1            s1       1
//   s_luminanceMap1           s2       1
//   s_luminanceMap2           s3       1
//   s_shadowMask              s4       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 };
//
//   normalMapStrength
//     c19  = { 0, 0, 0, 0 };
//
//   specularReflectivityConst
//     c20  = { 0, 0, 0, 0 };
//
//   specularPower
//     c21  = { 0, 0, 0, 0 };
//
//   specularColor
//     c22  = { 0, 0, 0, 0 };
//
//   alphaFadeZbias
//     c23  = { 0, 0, 0, 0 };
//
//   alphaFadeZbiasScale
//     c24  = { 0, 0, 0, 0 };
//
//   worldEyePos
//     c25  = { 0, 0, 0, 0 };
//
//   nvidiaHack
//     c31  = { 0, 0, 0, 0 };
//

    ps_3_0
    def c26, 2, -1, 1, -0.00100000005
    def c27, 1.00000001e-007, 0, 0, 0
  dcl_texcoord8 v9.x
    dcl_texcoord v0
    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
    mov r0.zw, c26
    add r0.x, r0.z, -c23.x
    mul r0.y, r0.x, c24.x
    mad r0.x, r0.x, c24.x, r0.w
    cmp r0.x, r0.x, r0.y, -c26.w
    rcp r0.x, r0.x
    texldp_pp r1, v1, s0
    add r0.y, r1.w, -v1.w
    mul_sat_pp r0.x, r0.x, r0.y
    texld_pp r1, v0, s1
    mad_pp r0.yzw, r1.xwyz, c26.x, c26.y
    texld_pp r1, v0.zwzw, s1
    mad_pp r0.yzw, r1.xwyz, c26.x, r0
    add_pp r0.yzw, r0, c26.y
    mul_pp r1.xy, r0.yzzw, c19.x
    mul_pp r0.yz, r0.x, r1.xxyw
    nrm_pp r1.xyz, r0.yzww
    mul_pp r0.yzw, r1.y, v4.xxyz
    mad_pp r0.yzw, r1.x, v3.xxyz, r0
    mad_pp r0.yzw, r1.z, v5.xxyz, r0
    nrm_pp r2.xyz, r0.yzww
    nrm_pp r3.xyz, r2
    mul r0.yzw, c13.xxyz, v1.y
    mad r0.yzw, v9.x, c12.xxyz, r0
    mad r0.yzw, v1.w, c14.xxyz, r0
    add r0.yzw, r0, c15.xxyz
    mad r2.xyz, r0.yzww, -c0.w, c0
    dp3 r1.w, r2, r2
    rsq r1.w, r1.w
    add r4.xyz, -r0.yzww, c25
    nrm_pp r5.xyz, r4
    mad_pp r2.xyz, r2, r1.w, r5
    nrm_pp r4.xyz, r2
    dp3_sat_pp r1.w, r3, r4
    mov_pp r2.x, c21.x
    add_pp r2.x, r2.x, c27.x
    pow_pp r3.w, r1.w, r2.x
    mad r2.yzw, r0, -c3.w, c3.xxyz
    dp3 r1.w, r2.yzww, r2.yzww
    rsq r1.w, r1.w
    mad_pp r2.yzw, r2, r1.w, r5.xxyz
    nrm_pp r4.xyz, r2.yzww
    dp3_sat_pp r1.w, r3, r4
    pow_pp r4.x, r1.w, r2.x
    mov_pp r2.y, v3.w
    mov_pp r2.z, v4.w
    texld_pp r6, r2.yzzw, s2
    texldp_pp r7, v1, s4
    dp4_sat_pp r1.w, r7, c5
    add_pp r1.w, -r1.w, c26.z
    mul_sat_pp r1.w, r6.z, r1.w
    mul_pp r2.yzw, r1.w, c4.xxyz
    mul_pp r2.yzw, r4.x, r2
    dp4_sat_pp r1.w, r7, c2
    add_pp r1.w, -r1.w, c26.z
    mul_sat_pp r1.w, r6.y, r1.w
    mul_pp r4.xyz, r1.w, c1
    mad_pp r2.yzw, r3.w, r4.xxyz, r2
    mad r4.xyz, r0.yzww, -c6.w, c6
    mad r0.yzw, r0, -c9.w, c9.xxyz
    dp3 r1.w, r4, r4
    rsq r1.w, r1.w
    mad_pp r4.xyz, r4, r1.w, r5
    nrm_pp r8.xyz, r4
    dp3_sat_pp r1.w, r3, r8
    pow_pp r3.w, r1.w, r2.x
    dp4_sat_pp r1.w, r7, c8
    dp4_sat_pp r4.x, r7, c11
    add_pp r1.w, -r1.w, c26.z
    mul_sat_pp r1.w, r6.x, r1.w
    mul_pp r4.yzw, r1.w, c7.xxyz
    mad_pp r2.yzw, r3.w, r4, r2
    dp3 r1.w, r0.yzww, r0.yzww
    rsq r1.w, r1.w
    mad_pp r0.yzw, r0, r1.w, r5.xxyz
    nrm_pp r5.xyz, r0.yzww
    dp3_sat_pp r0.y, r3, r5
    pow_pp r1.w, r0.y, r2.x
    add_pp r0.y, -r4.x, c26.z
    texld_pp r3, v6, s3
    mul_sat_pp r0.y, r0.y, r3.y
    mul_pp r0.yzw, r0.y, c10.xxyz
    mad_pp r0.yzw, r1.w, r0, r2
    nrm_pp r2.xyz, v2
    dp3_pp r1.x, r1, r2
    add_pp r1.x, -r1.x, c26.z
    mul_pp r1.y, r1_abs.x, r1_abs.x
    mul_pp r1.y, r1.y, r1.y
    mul_pp r1.x, r1_abs.x, r1.y
    mad_sat_pp r1.x, c20.y, r1.x, c20.x
    mul_pp r1.xyz, r1.x, c22
    mul_pp r1.xyz, r0.x, r1
    mul_pp r2.xyz, r0.yzww, r1
    mad_pp r0.xyz, r1, -r0.yzww, c16
    mad_pp oC0.xyz, v1.z, r0, r2
    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 125 instruction slots used (6 texture, 119 arithmetic)
 

