//
// Generated by Microsoft (R) D3DX9 Shader Compiler 
//
// Parameters:
//
//   float4 Ambient;
//   sampler2D Texture2D_0;
//   sampler2D Texture2D_1;
//   sampler2D Texture2D_2;
//   float4 UniformVector_0;
//   float4 UniformVector_1;
//   float4 UniformVector_2;
//   float distortionBufferScale;
//   float4 fogColor;
//   float globalOpacity;
//   
//   struct
//   {
//       float4 worldVector;
//       float4 color;
//       float4 channelMask;
//
//   } lights[2];
//   
//   float4 nvidiaHack;
//   sampler2D s_distortion;
//   sampler2D s_distortion2;
//   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
//   distortionBufferScale c13      1
//   UniformVector_0       c14      1
//   UniformVector_1       c15      1
//   UniformVector_2       c16      1
//   Ambient               c17      1
//   worldEyePos           c18      1
//   nvidiaHack            c31      1
//   s_distortion          s0       1
//   s_distortion2         s1       1
//   Texture2D_0           s2       1
//   Texture2D_1           s3       1
//   Texture2D_2           s4       1
//   s_shadowMask          s5       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 };
//
//   distortionBufferScale
//     c13  = { 0, 0, 0, 0 };
//
//   UniformVector_0
//     c14  = { 0, 0, 0, 0 };
//
//   UniformVector_1
//     c15  = { 0, 0, 0, 0 };
//
//   UniformVector_2
//     c16  = { 0, 0, 0, 0 };
//
//   Ambient
//     c17  = { 0, 0, 0, 0 };
//
//   worldEyePos
//     c18  = { 0, 0, 0, 0 };
//
//   nvidiaHack
//     c31  = { 0, 0, 0, 0 };
//

    ps_3_0
    def c19, 2, -1, 0, 1
    def c20, 1.5, 1, 12, 36
    def c21, 0.5, 1, 0.0299999993, 10
  dcl_texcoord8 v9.x
    dcl_texcoord6 v0
    dcl_texcoord7 v1
    dcl_texcoord3_pp v2.xyz
    dcl_texcoord4_pp v3
    dcl_texcoord5_pp v4
    dcl_texcoord1 v5.xy
    dcl_2d s0
    dcl_2d s1
    dcl_2d s2
    dcl_2d s3
    dcl_2d s4
    dcl_2d s5
    mul r0.xyz, c7, v0.y
    mad r0.xyz, v9.x, c6, r0
    mad r0.xyz, v0.w, c8, r0
    add r0.xyz, r0, c9
    add r1.xyz, -r0, c18
    nrm_pp r2.xyz, r1
    mad r1.xyz, r0, -c3.w, c3
    mad r0.xyz, r0, -c0.w, c0
    dp3 r0.w, r1, r1
    rsq r0.w, r0.w
    mad_pp r3.xyz, r1, r0.w, r2
    mul_pp r1.xyz, r1, r0.w
    nrm_pp r4.xyz, r3
    nrm r3.xyz, v1
    add r5.xy, c14, v5
    texld_pp r6, r5, s2
    texld r5, r5, s3
    mad_pp r6.xyz, r6, c19.x, c19.y
    dp3 r0.w, r6, r3
    cmp r1.w, -r0.w, c19.z, c19.w
    cmp r0.w, r0.w, c19.z, c19.w
    add_pp r0.w, r1.w, -r0.w
    mul_pp r3.xyz, r6, r0.w
    mul_pp r7.xyz, r3.y, v3
    mad_pp r7.xyz, r3.x, v2, r7
    mad_pp r7.xyz, r3.z, v4, r7
    dp3 r0.w, v4, r3
    nrm_pp r3.xyz, r7
    nrm_pp r7.xyz, r3
    dp3_sat_pp r1.w, r7, r4
    pow_pp r2.w, r1.w, c20.w
    texldp_pp r4, v0, s5
    dp4_sat_pp r1.w, r4, c5
    dp4_sat_pp r3.w, r4, c2
    add_pp r1.w, -r1.w, c19.w
    mul_sat_pp r1.w, r1.w, v4.w
    mul_pp r4.xyz, r1.w, c4
    mul_pp r8.xyz, r2.w, r4
    dp3 r1.w, r0, r0
    rsq r1.w, r1.w
    mad_pp r2.xyz, r0, r1.w, r2
    mul_pp r0.xyz, r0, r1.w
    nrm_pp r9.xyz, r2
    dp3_sat_pp r1.w, r7, r9
    pow_pp r2.x, r1.w, c20.w
    add_pp r1.w, -r3.w, c19.w
    mul_sat_pp r1.w, r1.w, v3.w
    mul_pp r2.yzw, r1.w, c1.xxyz
    mad_pp r7.xyz, r2.x, r2.yzww, r8
    dp3_sat_pp r1.x, r1, r3
    dp3_sat_pp r0.x, r0, r3
    mul_pp r1.xyz, r4, r1.x
    mad_pp r0.xyz, r0.x, r2.yzww, r1
    mov r1.xy, c20
    mad r1.xy, v5, r1, c15
    texld r1, r1, s3
    add_pp r1.xyz, r5, r1
    mul_pp r0.xyz, r0, r1
    mul_pp r2.xyz, r1, c20.z
    mad_pp r0.xyz, r2, r7, r0
    mad_sat_pp r0.w, r0.w, c21.x, c21.x
    mul_pp r0.w, r0.w, r0.w
    mov r1.w, c19.w
    lrp_pp r2.x, r0.w, r1.w, c17.w
    mul_pp r1.yzw, r1.xxyz, r2.x
    mad_pp r0.xyz, c17, r1.yzww, r0
    lrp_pp r1.yzw, v0.z, c10.xxyz, r0.xxyz
    mov r0.yz, c21
    mad r0.xy, v5, r0.yzzw, c16
    texld r0, r0, s4
    mul_pp r0.yz, r6.xxyw, r0.xxyw
    mul_pp r0.x, r1.x, r0.x
    mul_pp r2.xy, r0.yzzw, c21.w
    mov r2.zw, c19.z
    add r2, r2, v0
    mul r0.y, r2.w, c13.x
    min r3.xy, r0.y, r2
    mov r3.zw, r2
    texldp_pp r2, r3, s0
    texldp_pp r3, r3, s1
    mad_pp r0.yzw, r2.xxyz, r3.w, r3.xxyz
    add_pp r1.xyz, r1.yzww, -r0.yzww
    mul r1.w, c12.x, v1.w
    mad_pp r0.x, r0.x, r1.w, c31.x
    mad_pp oC0.xyz, r0.x, r1, r0.yzww
    mul_pp oC0.w, c11.x, v0.w

// approximately 102 instruction slots used (7 texture, 95 arithmetic)
 

