//
// 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[3];
//   
//   float4 nvidiaHack;
//   sampler2D s_shadowMask;
//   float sceneDepthAlphaMask;
//   row_major float4x4 screenToWorld;
//   float3 worldEyePos;
//
//
// Registers:
//
//   Name                Reg   Size
//   ------------------- ----- ----
//   lights              c0       9
//   screenToWorld       c9       4
//   fogColor            c13      1
//   sceneDepthAlphaMask c14      1
//   globalOpacity       c15      1
//   UniformVector_0     c16      1
//   UniformVector_1     c17      1
//   UniformVector_2     c18      1
//   UniformVector_3     c19      1
//   UniformScalar_0     c20      1
//   UniformScalar_1     c21      1
//   UniformScalar_2     c22      1
//   UniformScalar_3     c23      1
//   UniformScalar_5     c24      1
//   Ambient             c25      1
//   worldEyePos         c26      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:
//
//   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 };
//
//   screenToWorld
//     c9   = { 0, 0, 0, 0 };
//     c10  = { 0, 0, 0, 0 };
//     c11  = { 0, 0, 0, 0 };
//     c12  = { 0, 0, 0, 0 };
//
//   fogColor
//     c13  = { 0, 0, 0, 0 };
//
//   sceneDepthAlphaMask
//     c14  = { 0, 0, 0, 0 };
//
//   globalOpacity
//     c15  = { 0, 0, 0, 0 };
//
//   UniformVector_0
//     c16  = { 0, 0, 0, 0 };
//
//   UniformVector_1
//     c17  = { 0, 0, 0, 0 };
//
//   UniformVector_2
//     c18  = { 0, 0, 0, 0 };
//
//   UniformVector_3
//     c19  = { 0, 0, 0, 0 };
//
//   UniformScalar_0
//     c20  = { 0, 0, 0, 0 };
//
//   UniformScalar_1
//     c21  = { 0, 0, 0, 0 };
//
//   UniformScalar_2
//     c22  = { 0, 0, 0, 0 };
//
//   UniformScalar_3
//     c23  = { 0, 0, 0, 0 };
//
//   UniformScalar_5
//     c24  = { 0, 0, 0, 0 };
//
//   Ambient
//     c25  = { 0, 0, 0, 0 };
//
//   worldEyePos
//     c26  = { 0, 0, 0, 0 };
//
//   nvidiaHack
//     c31  = { 0, 0, 0, 0 };
//

    ps_3_0
    def c27, -2, 3, 1.00000001e-007, 0
    def c28, 2, -1, -0.699999988, 1
    def c29, 0.5, 0, 0, 0
  dcl_texcoord8 v9.x
    dcl_texcoord6 v0
    dcl_texcoord7 v1
    dcl_texcoord3_pp v2
    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
    dcl_2d s6
    texldp_pp r0, v0, s6
    dp4_sat_pp r1.x, r0, c2
    add_pp r1.x, -r1.x, c28.w
    mul_sat_pp r1.x, r1.x, v3.w
    mul_pp r1.xyz, r1.x, c1
    dp4_sat_pp r1.w, r0, c5
    dp4_sat_pp r0.x, r0, c8
    add_pp r0.y, -r1.w, c28.w
    mul_sat_pp r0.y, r0.y, v4.w
    mul_pp r0.yzw, r0.y, c4.xxyz
    mul r2.xyz, c10, v0.y
    mad r2.xyz, v9.x, c9, r2
    mad r2.xyz, v0.w, c11, r2
    add r2.xyz, r2, c12
    add r3.xyz, -r2, c26
    nrm_pp r4.xyz, r3
    mad r3.xyz, r2, -c3.w, c3
    dp3 r1.w, r3, r3
    rsq r1.w, r1.w
    mad_pp r5.xyz, r3, r1.w, r4
    mul_pp r3.xyz, r3, r1.w
    nrm_pp r6.xyz, r5
    texld_pp r5, v5, s0
    mad_pp r5.xyz, r5.wyzw, c28.x, c28.y
    mul_pp r7.xyz, r5.y, v3
    mad_pp r7.xyz, r5.x, v2, r7
    mad_pp r7.xyz, r5.z, v4, r7
    nrm_pp r8.xyz, r7
    nrm_pp r7.xyz, r8
    dp3_sat_pp r1.w, r7, r6
    mov r6.z, c27.z
    add_pp r2.w, r6.z, c24.x
    pow_pp r3.w, r1.w, r2.w
    mul_pp r6.xyz, r0.yzww, r3.w
    mad r9.xyz, r2, -c0.w, c0
    mad r2.xyz, r2, -c6.w, c6
    dp3 r1.w, r9, r9
    rsq r1.w, r1.w
    mad_pp r10.xyz, r9, r1.w, r4
    mul_pp r9.xyz, r9, r1.w
    nrm_pp r11.xyz, r10
    dp3_sat_pp r1.w, r7, r11
    pow_pp r3.w, r1.w, r2.w
    mad_pp r6.xyz, r3.w, r1, r6
    add_pp r0.x, -r0.x, c28.w
    mul_sat_pp r0.x, r0.x, v2.w
    mul_pp r10.xyz, r0.x, c7
    dp3 r0.x, r2, r2
    rsq r0.x, r0.x
    mad_pp r4.xyz, r2, r0.x, r4
    mul_pp r2.xyz, r2, r0.x
    nrm_pp r11.xyz, r4
    dp3_sat_pp r0.x, r7, r11
    pow_pp r1.w, r0.x, r2.w
    mad_pp r4.xyz, r1.w, r10, r6
    dp3_sat_pp r0.x, r3, r8
    mul_pp r0.xyz, r0.yzww, r0.x
    dp3_sat_pp r0.w, r9, r8
    dp3_sat_pp r1.w, r2, r8
    mad_pp r0.xyz, r0.w, r1, r0
    mad_pp r0.xyz, r1.w, r10, r0
    texld r1, v5, s3
    mul r0.w, r1.x, c28.z
    mad r1.y, r1.x, -c28.z, c28.w
    rcp r1.y, r1.y
    mul_sat r0.w, -r0.w, r1.y
    mad r1.z, r0.w, c27.x, c27.y
    mul r0.w, r0.w, r0.w
    mul r0.w, r1.z, r0.w
    mov r2.xyz, c17
    lrp r3.xyz, r0.w, r2, c16
    mul r3.xyz, r0.w, r3
    mul r6.xyz, r3, r3
    texld r7, v5, s2
    mul r8.xyz, r6, r7
    mul r9.xyz, r7, r7
    mul r6.xyz, r6, r9
    add r6.xyz, r6, r6
    mad r6.xyz, r8, c28.x, -r6
    mad_pp r6.xyz, r9, r3, r6
    mul_pp r0.xyz, r0, r6
    mov r6.x, c23.x
    mul r6.xyz, r6.x, c19
    texld r8, v5, s4
    mul r6.xyz, r6, r8.y
    mul_pp r3.xyz, r3, r6
    mad_pp r0.xyz, r3, r4, r0
    nrm r3.xyz, v1
    dp3 r0.w, r5, r3
    dp3 r1.z, v4, r5
    add r1.w, -r0_abs.w, c28.w
    max r2.w, r1.w, c27.w
    pow r1.w, r2.w, c21.x
    mul r1.w, r1.w, c22.x
    mad_pp r0.xyz, r8.y, r1.w, r0
    mad r1.x, r1.x, -c28.z, r0.w
    mul_sat r1.x, r1.y, r1.x
    mad r1.y, r1.x, c27.x, c27.y
    mul r1.x, r1.x, r1.x
    mul r1.x, r1.y, r1.x
    add r2.xyz, -r2, c18
    mad r2.xyz, r0.w, r2, c17
    lrp r3.xyz, r1.x, r2, c16
    mul r2.xyz, r1.x, r3
    mul r3.xyz, r2, r2
    mul r4.xyz, r7, r3
    mul r3.xyz, r9, r3
    add r3.xyz, r3, r3
    mad r3.xyz, r4, c28.x, -r3
    mad_pp r2.xyz, r9, r2, r3
    mad_sat_pp r0.w, r1.z, c29.x, c29.x
    mul_pp r0.w, r0.w, r0.w
    mov r2.w, c28.w
    lrp_pp r1.x, r0.w, r2.w, c25.w
    mul_pp r1.xyz, r2, r1.x
    mad_pp r0.xyz, c25, r1, r0
    texld r2, v5, s1
    mad_pp r0.xyz, c20.x, r2, r0
    mad_pp r0.xyz, r8.y, r1.w, r0
    add_pp r1.xyz, -r0, c13
    mad_pp oC0.xyz, v0.z, r1, r0
    texld_pp r0, v5, s5
    mul r0.y, c15.x, v1.w
    mad_pp r0.x, r0.x, r0.y, c31.x
    add r0.y, -r0.x, v0.w
    mad_pp oC0.w, c14.x, r0.y, r0.x

// approximately 148 instruction slots used (7 texture, 141 arithmetic)
 

