//
// Generated by Microsoft (R) D3DX9 Shader Compiler 
//
// Parameters:
//
//   sampler2D Texture2D_0;
//   sampler2D Texture2D_1;
//   sampler2D Texture2D_2;
//   sampler2D Texture2D_3;
//   float4 fogColor;
//   float globalOpacity;
//   
//   struct
//   {
//       float4 worldVector;
//       float4 color;
//       float4 channelMask;
//
//   } lights[6];
//   
//   float4 nvidiaHack;
//   sampler2D s_luminanceMap1;
//   sampler2D s_luminanceMap2;
//   sampler2D s_sceneDepth;
//   sampler2D s_shadowMask;
//   float sceneDepthAlphaMask;
//   row_major float4x4 screenToWorld;
//   float3 worldEyePos;
//
//
// Registers:
//
//   Name                Reg   Size
//   ------------------- ----- ----
//   lights              c0      18
//   screenToWorld       c18      4
//   fogColor            c22      1
//   sceneDepthAlphaMask c23      1
//   globalOpacity       c24      1
//   worldEyePos         c25      1
//   nvidiaHack          c31      1
//   s_sceneDepth        s0       1
//   Texture2D_0         s1       1
//   Texture2D_1         s2       1
//   Texture2D_2         s3       1
//   Texture2D_3         s4       1
//   s_luminanceMap1     s5       1
//   s_luminanceMap2     s6       1
//   s_shadowMask        s7       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 };
//     c15  = { 0, 0, 0, 0 };
//     c16  = { 0, 0, 0, 0 };
//     c17  = { 0, 0, 0, 0 };
//
//   screenToWorld
//     c18  = { 0, 0, 0, 0 };
//     c19  = { 0, 0, 0, 0 };
//     c20  = { 0, 0, 0, 0 };
//     c21  = { 0, 0, 0, 0 };
//
//   fogColor
//     c22  = { 0, 0, 0, 0 };
//
//   sceneDepthAlphaMask
//     c23  = { 0, 0, 0, 0 };
//
//   globalOpacity
//     c24  = { 0, 0, 0, 0 };
//
//   worldEyePos
//     c25  = { 0, 0, 0, 0 };
//
//   nvidiaHack
//     c31  = { 0, 0, 0, 0 };
//

    ps_3_0
    def c26, 2, -1, 1, 15
    def c27, 0.25025025, 0, 0, 0
  dcl_texcoord8 v9.x
    dcl_texcoord6 v0
    dcl_texcoord7 v1.w
    dcl_texcoord3_pp v2
    dcl_texcoord4_pp v3
    dcl_texcoord5_pp v4.xyz
    dcl_color v5.xy
    dcl_texcoord1 v6.xy
    dcl_2d s0
    dcl_2d s1
    dcl_2d s2
    dcl_2d s3
    dcl_2d s4
    dcl_2d s5
    dcl_2d s6
    dcl_2d s7
    texld_pp r0, v6, s1
    mad_pp r0.xyz, r0.wyzw, c26.x, c26.y
    mul_pp r1.xyz, r0.y, v3
    mad_pp r0.xyw, r0.x, v2.xyzz, r1.xyzz
    mad_pp r0.xyz, r0.z, v4, r0.xyww
    nrm_pp r1.xyz, r0
    mul r0.xyz, c19, v0.y
    mad r0.xyz, v9.x, c18, r0
    mad r0.xyz, v0.w, c20, r0
    add r0.xyz, r0, c21
    mad r2.xyz, r0, -c3.w, c3
    dp3 r0.w, r2, r2
    rsq r0.w, r0.w
    mul_pp r3.xyz, r2, r0.w
    dp3_sat_pp r1.w, r3, r1
    mov_pp r3.x, v2.w
    mov_pp r3.y, v3.w
    texld_pp r3, r3, s5
    texldp_pp r4, v0, s7
    dp4_sat_pp r2.w, r4, c5
    add_pp r2.w, -r2.w, c26.z
    mul_sat_pp r2.w, r3.z, r2.w
    mul_pp r5.xyz, r2.w, c4
    mul_pp r6.xyz, r1.w, r5
    mad r7.xyz, r0, -c0.w, c0
    dp3 r1.w, r7, r7
    rsq r1.w, r1.w
    mul_pp r8.xyz, r7, r1.w
    dp3_sat_pp r2.w, r8, r1
    dp4_sat_pp r3.z, r4, c2
    add_pp r3.z, -r3.z, c26.z
    mul_sat_pp r3.y, r3.y, r3.z
    mul_pp r3.yzw, r3.y, c1.xxyz
    mad_pp r6.xyz, r2.w, r3.yzww, r6
    mad r8.xyz, r0, -c6.w, c6
    dp3 r2.w, r8, r8
    rsq r2.w, r2.w
    mul_pp r9.xyz, r8, r2.w
    dp3_sat_pp r5.w, r9, r1
    dp4_sat_pp r6.w, r4, c8
    add_pp r6.w, -r6.w, c26.z
    mul_sat_pp r3.x, r3.x, r6.w
    mul_pp r9.xyz, r3.x, c7
    mad_pp r6.xyz, r5.w, r9, r6
    mad r10.xyz, r0, -c9.w, c9
    dp3 r3.x, r10, r10
    rsq r3.x, r3.x
    mul_pp r11.xyz, r10, r3.x
    dp3_sat_pp r5.w, r11, r1
    dp4_sat_pp r6.w, r4, c11
    add_pp r6.w, -r6.w, c26.z
    texld_pp r11, v5, s6
    mul_sat_pp r6.w, r6.w, r11.y
    mul_pp r12.xyz, r6.w, c10
    mad_pp r6.xyz, r5.w, r12, r6
    mad r13.xyz, r0, -c12.w, c12
    dp3 r5.w, r13, r13
    rsq r5.w, r5.w
    mul_pp r14.xyz, r13, r5.w
    dp3_sat_pp r6.w, r14, r1
    dp4_sat_pp r7.w, r4, c14
    dp4_sat_pp r4.x, r4, c17
    add_pp r4.y, -r7.w, c26.z
    mul_sat_pp r4.y, r11.z, r4.y
    mul_pp r4.yzw, r4.y, c13.xxyz
    mad_pp r6.xyz, r6.w, r4.yzww, r6
    mad r11.yzw, r0.xxyz, -c15.w, c15.xxyz
    add r0.xyz, -r0, c25
    dp3 r6.w, r11.yzww, r11.yzww
    rsq r6.w, r6.w
    mul_pp r14.xyz, r11.yzww, r6.w
    dp3_sat_pp r7.w, r14, r1
    nrm_pp r14.xyz, r1
    add_pp r1.x, -r4.x, c26.z
    mul_sat_pp r1.x, r11.x, r1.x
    mul_pp r1.xyz, r1.x, c16
    mad_pp r6.xyz, r7.w, r1, r6
    texld_pp r15, v6, s2
    mul_pp r6.xyz, r6, r15
    nrm_pp r15.xyz, r0
    mad_pp r0.xyz, r2, r0.w, r15
    nrm_pp r2.xyz, r0
    dp3_sat_pp r0.x, r14, r2
    pow_pp r2.x, r0.x, c26.w
    mul_pp r0.xyz, r5, r2.x
    mad_pp r2.xyz, r7, r1.w, r15
    nrm_pp r5.xyz, r2
    dp3_sat_pp r0.w, r14, r5
    pow_pp r1.w, r0.w, c26.w
    mad_pp r0.xyz, r1.w, r3.yzww, r0
    mad_pp r2.xyz, r8, r2.w, r15
    nrm_pp r5.xyz, r2
    dp3_sat_pp r0.w, r14, r5
    pow_pp r1.w, r0.w, c26.w
    mad_pp r0.xyz, r1.w, r9, r0
    mad_pp r2.xyz, r10, r3.x, r15
    nrm_pp r3.xyz, r2
    dp3_sat_pp r0.w, r14, r3
    pow_pp r1.w, r0.w, c26.w
    mad_pp r0.xyz, r1.w, r12, r0
    mad_pp r2.xyz, r13, r5.w, r15
    mad_pp r3.xyz, r11.yzww, r6.w, r15
    nrm_pp r5.xyz, r2
    dp3_sat_pp r0.w, r14, r5
    pow_pp r1.w, r0.w, c26.w
    mad_pp r0.xyz, r1.w, r4.yzww, r0
    nrm_pp r2.xyz, r3
    dp3_sat_pp r0.w, r14, r2
    pow_pp r1.w, r0.w, c26.w
    mad_pp r0.xyz, r1.w, r1, r0
    texld_pp r1, v6, s3
    mad_pp r0.xyz, r1, r0, r6
    add_pp r1.xyz, -r0, c22
    mad_pp oC0.xyz, v0.z, r1, r0
    texldp_pp r0, v0, s0
    add r0.x, r0.w, -v0.w
    mul_sat r0.x, r0.x, c27.x
    texld r1, v6, s4
    lrp_pp r2.x, r1.x, c26.z, r0.x
    mul r0.x, c24.x, v1.w
    mad_pp r0.x, r2.x, r0.x, c31.x
    add r0.y, -r0.x, v0.w
    mad_pp oC0.w, c23.x, r0.y, r0.x

// approximately 153 instruction slots used (8 texture, 145 arithmetic)
 

