//
// Generated by Microsoft (R) D3DX9 Shader Compiler 
//
// Parameters:
//
//   float4 Ambient;
//   sampler2D Texture2D_0;
//   sampler2D Texture2D_1;
//   sampler2D Texture2D_2;
//   sampler2D Texture2D_3;
//   float UniformScalar_0;
//   float4 fogColor;
//   float globalOpacity;
//   
//   struct
//   {
//       float4 worldVector;
//       float4 color;
//       float4 channelMask;
//
//   } lights[5];
//   
//   float4 nvidiaHack;
//   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
//   UniformScalar_0     c22      1
//   Ambient             c23      1
//   worldEyePos         c24      1
//   nvidiaHack          c31      1
//   Texture2D_0         s0       1
//   Texture2D_1         s1       1
//   Texture2D_2         s2       1
//   Texture2D_3         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 };
//     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 };
//
//   UniformScalar_0
//     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, 0.301960796, 0.592156887, 0.109803922, 0.300000012
    def c26, 2, -1, 6, -0.200000003
    def c27, 0.699999988, 1.00000001e-007, 0.5, 0
  dcl_texcoord8 v9.x
    dcl_texcoord6 v0
    dcl_texcoord7 v1.w
    dcl_texcoord3_pp v2
    dcl_texcoord4_pp v3
    dcl_texcoord5_pp v4
    dcl_color v5.yz
    dcl_texcoord1 v6.xy
    dcl_2d s0
    dcl_2d s1
    dcl_2d s2
    dcl_2d s3
    dcl_2d s4
    texld r0, v6, s2
    add r0.xyz, r0, c26.w
    texld r1, v6, s3
    mul r2.xyz, r0, r1
    mad r1.xyz, r2, c26.z, r1
    dp3 r0.w, r1, c25
    lrp r2.xyz, c25.w, r0.w, r1
    mul_pp r1.xyz, r2, c27.x
    texldp_pp r2, v0, s4
    dp4_sat_pp r0.w, r2, c2
    add_pp r0.w, -r0.w, -c26.y
    mul_sat_pp r0.w, r0.w, v3.w
    mul_pp r3.xyz, r0.w, c1
    dp4_sat_pp r0.w, r2, c5
    add_pp r0.w, -r0.w, -c26.y
    mul_sat_pp r0.w, r0.w, v4.w
    mul_pp r4.xyz, r0.w, c4
    mul r5.xyz, c16, v0.y
    mad r5.xyz, v9.x, c15, r5
    mad r5.xyz, v0.w, c17, r5
    add r5.xyz, r5, c18
    mad r6.xyz, r5, -c3.w, c3
    dp3 r0.w, r6, r6
    rsq r0.w, r0.w
    add r7.xyz, -r5, c24
    nrm_pp r8.xyz, r7
    mad_pp r7.xyz, r6, r0.w, r8
    mul_pp r6.xyz, r6, r0.w
    nrm_pp r9.xyz, r7
    texld_pp r7, v6, s0
    mad_pp r7.xyz, r7.wyzw, c26.x, c26.y
    mul_pp r10.xyz, r7.y, v3
    mad_pp r10.xyz, r7.x, v2, r10
    mad_pp r10.xyz, r7.z, v4, r10
    dp3 r0.w, v4, r7
    nrm_pp r7.xyz, r10
    nrm_pp r10.xyz, r7
    dp3_sat_pp r1.w, r10, r9
    mov r9.y, c27.y
    add_pp r3.w, r9.y, c22.x
    pow_pp r4.w, r1.w, r3.w
    mul_pp r9.xyz, r4, r4.w
    mad r11.xyz, r5, -c0.w, c0
    dp3 r1.w, r11, r11
    rsq r1.w, r1.w
    mad_pp r12.xyz, r11, r1.w, r8
    mul_pp r11.xyz, r11, r1.w
    nrm_pp r13.xyz, r12
    dp3_sat_pp r1.w, r10, r13
    pow_pp r4.w, r1.w, r3.w
    mad_pp r9.xyz, r4.w, r3, r9
    dp4_sat_pp r1.w, r2, c8
    add_pp r1.w, -r1.w, -c26.y
    mul_sat_pp r1.w, r1.w, v2.w
    mul_pp r12.xyz, r1.w, c7
    mad r13.xyz, r5, -c6.w, c6
    dp3 r1.w, r13, r13
    rsq r1.w, r1.w
    mad_pp r14.xyz, r13, r1.w, r8
    mul_pp r13.xyz, r13, r1.w
    nrm_pp r15.xyz, r14
    dp3_sat_pp r1.w, r10, r15
    pow_pp r4.w, r1.w, r3.w
    mad_pp r9.xyz, r4.w, r12, r9
    dp4_sat_pp r1.w, r2, c11
    dp4_sat_pp r2.x, r2, c14
    add_pp r1.w, -r1.w, -c26.y
    mul_sat_pp r1.w, r1.w, v5.y
    mul_pp r2.yzw, r1.w, c10.xxyz
    mad r14.xyz, r5, -c9.w, c9
    mad r5.xyz, r5, -c12.w, c12
    dp3 r1.w, r14, r14
    rsq r1.w, r1.w
    mad_pp r15.xyz, r14, r1.w, r8
    mul_pp r14.xyz, r14, r1.w
    nrm_pp r16.xyz, r15
    dp3_sat_pp r1.w, r10, r16
    pow_pp r4.w, r1.w, r3.w
    mad_pp r9.xyz, r4.w, r2.yzww, r9
    add_pp r1.w, -r2.x, -c26.y
    mul_sat_pp r1.w, r1.w, v5.z
    mul_pp r15.xyz, r1.w, c13
    dp3 r1.w, r5, r5
    rsq r1.w, r1.w
    mad_pp r8.xyz, r5, r1.w, r8
    mul_pp r5.xyz, r5, r1.w
    nrm_pp r16.xyz, r8
    dp3_sat_pp r1.w, r10, r16
    pow_pp r2.x, r1.w, r3.w
    mad_pp r8.xyz, r2.x, r15, r9
    dp3_sat_pp r1.w, r6, r7
    mul_pp r4.xyz, r4, r1.w
    dp3_sat_pp r1.w, r11, r7
    mad_pp r3.xyz, r1.w, r3, r4
    dp3_sat_pp r1.w, r13, r7
    mad_pp r3.xyz, r1.w, r12, r3
    dp3_sat_pp r1.w, r14, r7
    dp3_sat_pp r2.x, r5, r7
    mad_pp r2.yzw, r1.w, r2, r3.xxyz
    mad_pp r2.xyz, r2.x, r15, r2.yzww
    texld r3, v6, s1
    mul r4.xyz, r3, c26.z
    mad r0.xyz, r4, r0, r3
    dp3 r1.w, r0, c25
    lrp r3.xyz, c25.w, r1.w, r0
    mul_pp r0.xyz, r3, c27.x
    mul_pp r2.xyz, r2, r0
    mad_pp r1.xyz, r1, r8, r2
    mad_sat_pp r0.w, r0.w, c27.z, c27.z
    mul_pp r0.w, r0.w, r0.w
    mov r2.y, c26.y
    lrp_pp r1.w, r0.w, -r2.y, c23.w
    mul_pp r0.xyz, r0, r1.w
    mad_pp r0.xyz, c23, r0, r1
    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 146 instruction slots used (5 texture, 141 arithmetic)
 

