//
// Generated by Microsoft (R) D3DX9 Shader Compiler 
//
// Parameters:
//
//   sampler2D Texture2D_0;
//   sampler2D Texture2D_1;
//   sampler2D Texture2D_2;
//   float UniformScalar_11;
//   float UniformScalar_12;
//   float UniformScalar_13;
//   float UniformScalar_14;
//   float4 UniformVector_0;
//   float4 UniformVector_1;
//   float4 UniformVector_2;
//   float4 fogColor;
//   float globalOpacity;
//   
//   struct
//   {
//       float4 worldVector;
//       float4 color;
//       float4 channelMask;
//
//   } lights[2];
//   
//   float4 nvidiaHack;
//   sampler2D s_luminanceMap1;
//   sampler2D s_shadowMask;
//   float sceneDepthAlphaMask;
//   row_major float4x4 screenToWorld;
//   float3 worldEyePos;
//
//
// Registers:
//
//   Name                Reg   Size
//   ------------------- ----- ----
//   lights              c0       6
//   screenToWorld       c6       4
//   fogColor            c10      1
//   sceneDepthAlphaMask c11      1
//   globalOpacity       c12      1
//   UniformVector_0     c13      1
//   UniformVector_1     c14      1
//   UniformVector_2     c15      1
//   UniformScalar_11    c16      1
//   UniformScalar_12    c17      1
//   UniformScalar_13    c18      1
//   UniformScalar_14    c19      1
//   worldEyePos         c20      1
//   nvidiaHack          c31      1
//   Texture2D_0         s0       1
//   Texture2D_1         s1       1
//   Texture2D_2         s2       1
//   s_luminanceMap1     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 };
//
//   screenToWorld
//     c6   = { 0, 0, 0, 0 };
//     c7   = { 0, 0, 0, 0 };
//     c8   = { 0, 0, 0, 0 };
//     c9   = { 0, 0, 0, 0 };
//
//   fogColor
//     c10  = { 0, 0, 0, 0 };
//
//   sceneDepthAlphaMask
//     c11  = { 0, 0, 0, 0 };
//
//   globalOpacity
//     c12  = { 0, 0, 0, 0 };
//
//   UniformVector_0
//     c13  = { 0, 0, 0, 0 };
//
//   UniformVector_1
//     c14  = { 0, 0, 0, 0 };
//
//   UniformVector_2
//     c15  = { 0, 0, 0, 0 };
//
//   UniformScalar_11
//     c16  = { 0, 0, 0, 0 };
//
//   UniformScalar_12
//     c17  = { 0, 0, 0, 0 };
//
//   UniformScalar_13
//     c18  = { 0, 0, 0, 0 };
//
//   UniformScalar_14
//     c19  = { 0, 0, 0, 0 };
//
//   worldEyePos
//     c20  = { 0, 0, 0, 0 };
//
//   nvidiaHack
//     c31  = { 0, 0, 0, 0 };
//

    ps_3_0
    def c21, 0.100000001, 0, 1, -2
    def c22, 0.0500000007, 0.100000016, 0.899999976, -0.0500000007
    def c23, 0.00999999978, 0.99000001, 300, 0
  dcl_texcoord8 v9.x
    dcl_texcoord6 v0
    dcl_texcoord7 v1
    dcl_texcoord3_pp v2
    dcl_texcoord4_pp v3
    dcl_texcoord5_pp v4.xyz
    dcl_texcoord1 v5.xy
    dcl_2d s0
    dcl_2d s1
    dcl_2d s2
    dcl_2d s3
    dcl_2d s4
    mul r0.xy, c16.x, v5
    add r0.xy, r0, r0
    dp3 r0.z, v1, v1
    rsq r0.z, r0.z
    mul r1.xyz, r0.z, v1.zxyw
    mov r2.xw, c22
    mad r0.z, c17.x, r2.x, r2.w
    mad r0.xy, r0.z, r1.yzzw, r0
    max r0.z, r1.x, c21.y
    add r1.xy, c13, v5
    texld r1, r1, s0
    mul r2.y, r1.y, c21.x
    mul r1.xyz, r1, c23.x
    mov r2.x, c14.x
    add r2.xy, r2, v5
    mov r3.yz, c21
    mad r2.xy, c14.y, r3.yzzw, r2
    texld_pp r2, r2, s1
    mad_pp r2, r2.yxyz, -c21.w, -c21.z
    mul r4.yz, r2.x, c22.xxyw
    mov r4.x, c15.x
    add r3.xw, r4.xyzy, v5.xyzy
    mad r3.xy, c15.y, r3.yzzw, r3.xwzw
    texld_pp r3, r3, s1
    mad_pp r3.xyz, r3, -c21.w, -c21.z
    mad r0.w, r3.y, c22.y, r4.z
    mul r4.y, r0.w, c21.x
    mov r4.x, c21.y
    add r0.xy, r0, r4
    texld r4, r0, s2
    add r0.x, -r0.z, c21.z
    mul r0.y, r0.x, r0.x
    mul r0.x, r0.x, r0.y
    mov r2.x, c19.x
    add r0.y, -r2.x, c18.x
    mad r0.y, r0.x, r0.y, c19.x
    mad_pp r0.x, r0.x, c23.y, c23.x
    mad_pp r0.yzw, r0.y, r4.xxyz, r1.xxyz
    add r1.xyz, -r2.yzww, c21.yyzw
    mad r1.xyz, r1, c22.z, r2.yzww
    add r2.xyz, -r3, c21.yyzw
    mad r2.xyz, r2, c22.z, r3
    mad_pp r1.xyz, r1, c21.zzyw, r2
    mul_pp r2.xyz, r1.y, v3
    mad_pp r1.xyw, r1.x, v2.xyzz, r2.xyzz
    mad_pp r1.xyz, r1.z, v4, r1.xyww
    nrm_pp r2.xyz, r1
    mul r1.xyz, c7, v0.y
    mad r1.xyz, v9.x, c6, r1
    mad r1.xyz, v0.w, c8, r1
    add r1.xyz, r1, c9
    mad r3.xyz, r1, -c0.w, c0
    dp3 r1.w, r3, r3
    rsq r1.w, r1.w
    mul_pp r4.xyz, r3, r1.w
    dp3_sat_pp r2.w, r4, r2
    mad r4.xyz, r1, -c3.w, c3
    add r1.xyz, -r1, c20
    dp3 r3.w, r4, r4
    rsq r3.w, r3.w
    mul_pp r5.xyz, r4, r3.w
    dp3_sat_pp r4.w, r5, r2
    nrm_pp r5.xyz, r2
    mov_pp r2.x, v2.w
    mov_pp r2.y, v3.w
    texld_pp r6, r2, s3
    texldp_pp r7, v0, s4
    dp4_sat_pp r2.x, r7, c5
    dp4_sat_pp r2.y, r7, c2
    add_pp r2.x, -r2.x, c21.z
    mul_sat_pp r2.x, r6.z, r2.x
    mul_pp r6.xzw, r2.x, c4.xyyz
    mul_pp r7.xyz, r4.w, r6.xzww
    add_pp r2.x, -r2.y, c21.z
    mul_sat_pp r2.x, r6.y, r2.x
    mul_pp r2.xyz, r2.x, c1
    mad_pp r7.xyz, r2.w, r2, r7
    mul_pp r0.yzw, r0, r7.xxyz
    nrm_pp r7.xyz, r1
    mad_pp r1.xyz, r4, r3.w, r7
    mad_pp r3.xyz, r3, r1.w, r7
    nrm_pp r4.xyz, r1
    dp3_sat_pp r1.x, r5, r4
    pow_pp r2.w, r1.x, c23.z
    mul_pp r1.xyz, r6.xzww, r2.w
    nrm_pp r4.xyz, r3
    dp3_sat_pp r1.w, r5, r4
    pow_pp r2.w, r1.w, c23.z
    mad_pp r1.xyz, r2.w, r2, r1
    mad_pp r0.xyz, r0.x, r1, r0.yzww
    add_pp r1.xyz, -r0, c10
    mad_pp oC0.xyz, v0.z, r1, r0
    mov_pp r0.x, c12.x
    mad_pp r0.x, r0.x, v1.w, c31.x
    add r0.y, -r0.x, v0.w
    mad_pp oC0.w, c11.x, r0.y, r0.x

// approximately 110 instruction slots used (6 texture, 104 arithmetic)
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