//
// 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;
//   
//   float4 nvidiaHack;
//   sampler2D s_shadowMask;
//   float sceneDepthAlphaMask;
//   row_major float4x4 screenToWorld;
//   float3 worldEyePos;
//
//
// Registers:
//
//   Name                Reg   Size
//   ------------------- ----- ----
//   screenToWorld       c0       4
//   lights              c4       3
//   fogColor            c7       1
//   sceneDepthAlphaMask c8       1
//   globalOpacity       c9       1
//   UniformVector_0     c10      1
//   UniformVector_1     c11      1
//   UniformVector_2     c12      1
//   UniformVector_3     c13      1
//   UniformScalar_0     c14      1
//   UniformScalar_1     c15      1
//   UniformScalar_2     c16      1
//   UniformScalar_3     c17      1
//   UniformScalar_5     c18      1
//   Ambient             c19      1
//   worldEyePos         c20      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:
//
//   screenToWorld
//     c0   = { 0, 0, 0, 0 };
//     c1   = { 0, 0, 0, 0 };
//     c2   = { 0, 0, 0, 0 };
//     c3   = { 0, 0, 0, 0 };
//
//   lights
//     c4   = { 0, 0, 0, 0 };
//     c5   = { 0, 0, 0, 0 };
//     c6   = { 0, 0, 0, 0 };
//
//   fogColor
//     c7   = { 0, 0, 0, 0 };
//
//   sceneDepthAlphaMask
//     c8   = { 0, 0, 0, 0 };
//
//   globalOpacity
//     c9   = { 0, 0, 0, 0 };
//
//   UniformVector_0
//     c10  = { 0, 0, 0, 0 };
//
//   UniformVector_1
//     c11  = { 0, 0, 0, 0 };
//
//   UniformVector_2
//     c12  = { 0, 0, 0, 0 };
//
//   UniformVector_3
//     c13  = { 0, 0, 0, 0 };
//
//   UniformScalar_0
//     c14  = { 0, 0, 0, 0 };
//
//   UniformScalar_1
//     c15  = { 0, 0, 0, 0 };
//
//   UniformScalar_2
//     c16  = { 0, 0, 0, 0 };
//
//   UniformScalar_3
//     c17  = { 0, 0, 0, 0 };
//
//   UniformScalar_5
//     c18  = { 0, 0, 0, 0 };
//
//   Ambient
//     c19  = { 0, 0, 0, 0 };
//
//   worldEyePos
//     c20  = { 0, 0, 0, 0 };
//
//   nvidiaHack
//     c31  = { 0, 0, 0, 0 };
//

    ps_3_0
    def c21, -2, 3, 1.00000001e-007, 0
    def c22, 2, -1, -0.699999988, 1
    def c23, 0.5, 0, 0, 0
  dcl_texcoord8 v9.x
    dcl_texcoord6 v0
    dcl_texcoord7 v1
    dcl_texcoord3_pp v2.xyz
    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
    dcl_2d s5
    dcl_2d s6
    mul r0.xyz, c1, v0.y
    mad r0.xyz, v9.x, c0, r0
    mad r0.xyz, v0.w, c2, r0
    add r0.xyz, r0, c3
    add r1.xyz, -r0, c20
    mad r0.xyz, r0, -c4.w, c4
    dp3 r0.w, r1, r1
    rsq r0.w, r0.w
    nrm_pp r2.xyz, r0
    mad_pp r0.xyz, r1, r0.w, r2
    nrm_pp r1.xyz, r0
    texld_pp r0, v5, s0
    mad_pp r0.xyz, r0.wyzw, c22.x, c22.y
    mul_pp r3.xyz, r0.y, v3
    mad_pp r3.xyz, r0.x, v2, r3
    mad_pp r3.xyz, r0.z, v4, r3
    nrm_pp r4.xyz, r3
    nrm_pp r3.xyz, r4
    dp3_sat_pp r0.w, r2, r4
    dp3_sat_pp r1.x, r3, r1
    mov r1.z, c21.z
    add_pp r1.y, r1.z, c18.x
    pow_pp r2.x, r1.x, r1.y
    texldp_pp r1, v0, s6
    dp4_sat_pp r1.x, r1, c6
    add_pp r1.x, -r1.x, c22.w
    mul_sat_pp r1.x, r1.x, v3.w
    mul_pp r1.xyz, r1.x, c5
    mul_pp r2.xyz, r2.x, r1
    mul_pp r1.xyz, r0.w, r1
    texld r3, v5, s3
    mul r0.w, r3.x, c22.z
    mad r1.w, r3.x, -c22.z, c22.w
    rcp r1.w, r1.w
    mul_sat r0.w, -r0.w, r1.w
    mad r2.w, r0.w, c21.x, c21.y
    mul r0.w, r0.w, r0.w
    mul r0.w, r2.w, r0.w
    mov r4.xyz, c11
    lrp r3.yzw, r0.w, r4.xxyz, c10.xxyz
    mul r3.yzw, r0.w, r3
    mul r5.xyz, r3.yzww, r3.yzww
    texld r6, v5, s2
    mul r7.xyz, r5, r6
    mul r8.xyz, r6, r6
    mul r5.xyz, r5, r8
    add r5.xyz, r5, r5
    mad r5.xyz, r7, c22.x, -r5
    mad_pp r5.xyz, r8, r3.yzww, r5
    mul_pp r1.xyz, r1, r5
    mov r5.x, c17.x
    mul r5.xyz, r5.x, c13
    texld r7, v5, s4
    mul r5.xyz, r5, r7.y
    mul_pp r3.yzw, r3, r5.xxyz
    mad_pp r1.xyz, r3.yzww, r2, r1
    nrm r2.xyz, v1
    dp3 r0.w, r0, r2
    dp3 r0.x, v4, r0
    add r0.y, -r0_abs.w, c22.w
    max r2.x, r0.y, c21.w
    pow r0.y, r2.x, c15.x
    mul r0.y, r0.y, c16.x
    mad_pp r1.xyz, r7.y, r0.y, r1
    mad r0.z, r3.x, -c22.z, r0.w
    mul_sat r0.z, r1.w, r0.z
    mad r1.w, r0.z, c21.x, c21.y
    mul r0.z, r0.z, r0.z
    mul r0.z, r1.w, r0.z
    add r2.xyz, -r4, c12
    mad r2.xyz, r0.w, r2, c11
    lrp r3.xyz, r0.z, r2, c10
    mul r2.xyz, r0.z, r3
    mul r3.xyz, r2, r2
    mul r4.xyz, r6, r3
    mul r3.xyz, r8, r3
    add r3.xyz, r3, r3
    mad r3.xyz, r4, c22.x, -r3
    mad_pp r2.xyz, r8, r2, r3
    mad_sat_pp r0.x, r0.x, c23.x, c23.x
    mul_pp r0.x, r0.x, r0.x
    mov r0.w, c22.w
    lrp_pp r1.w, r0.x, r0.w, c19.w
    mul_pp r0.xzw, r2.xyyz, r1.w
    mad_pp r0.xzw, c19.xyyz, r0, r1.xyyz
    texld r1, v5, s1
    mad_pp r0.xzw, c14.x, r1.xyyz, r0
    mad_pp r0.xyz, r7.y, r0.y, r0.xzww
    add_pp r1.xyz, -r0, c7
    mad_pp oC0.xyz, v0.z, r1, r0
    texld_pp r0, v5, s5
    mul r0.y, c9.x, v1.w
    mad_pp r0.x, r0.x, r0.y, c31.x
    add r0.y, -r0.x, v0.w
    mad_pp oC0.w, c8.x, r0.y, r0.x

// approximately 109 instruction slots used (7 texture, 102 arithmetic)
 

