//
// Generated by Microsoft (R) D3DX9 Shader Compiler 
//
// Parameters:
//
//   float4 Ambient;
//   float3 diffuseColor;
//   float4 fogColor;
//   float globalOpacity;
//   
//   struct
//   {
//       float4 worldVector;
//       float4 color;
//       float4 channelMask;
//
//   } lights[5];
//   
//   sampler2D mtbSampleSlot1;
//   sampler2D mtbSampleSlot2;
//   sampler2D mtbSampleSlot3;
//   float4 nvidiaHack;
//   sampler2D s_luminanceMap1;
//   sampler2D s_luminanceMap2;
//   sampler2D s_shadowMask;
//   float sceneDepthAlphaMask;
//   row_major float4x4 screenToWorld;
//   float3 specularColor;
//   float specularPower;
//   float3 worldEyePos;
//
//
// Registers:
//
//   Name                Reg   Size
//   ------------------- ----- ----
//   lights              c0      15
//   screenToWorld       c15      4
//   fogColor            c19      1
//   sceneDepthAlphaMask c20      1
//   globalOpacity       c21      1
//   specularPower       c22      1
//   specularColor       c23      1
//   diffuseColor        c24      1
//   Ambient             c25      1
//   worldEyePos         c26      1
//   nvidiaHack          c31      1
//   mtbSampleSlot1      s0       1
//   mtbSampleSlot2      s1       1
//   mtbSampleSlot3      s2       1
//   s_luminanceMap1     s3       1
//   s_luminanceMap2     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 };
//     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 };
//
//   screenToWorld
//     c15  = { 0, 0, 0, 0 };
//     c16  = { 0, 0, 0, 0 };
//     c17  = { 0, 0, 0, 0 };
//     c18  = { 0, 0, 0, 0 };
//
//   fogColor
//     c19  = { 0, 0, 0, 0 };
//
//   sceneDepthAlphaMask
//     c20  = { 0, 0, 0, 0 };
//
//   globalOpacity
//     c21  = { 0, 0, 0, 0 };
//
//   specularPower
//     c22  = { 0, 0, 0, 0 };
//
//   specularColor
//     c23  = { 0, 0, 0, 0 };
//
//   diffuseColor
//     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, -1, 0.00100000005, 1
    def c28, 1.00000001e-007, 0.5, 0, 0
  dcl_texcoord8 v9.x
    dcl_texcoord v0.xy
    dcl_texcoord6 v1
    dcl_texcoord7 v2.w
    dcl_texcoord3_pp v3
    dcl_texcoord4_pp v4
    dcl_texcoord5_pp v5.xyz
    dcl_color v6.xy
    dcl_2d s0
    dcl_2d s1
    dcl_2d s2
    dcl_2d s3
    dcl_2d s4
    dcl_2d s5
    mul r0.xyz, c16, v1.y
    mad r0.xyz, v9.x, c15, r0
    mad r0.xyz, v1.w, c17, r0
    add r0.xyz, r0, c18
    mad r1.xyz, r0, -c3.w, c3
    dp3 r0.w, r1, r1
    rsq r0.w, r0.w
    mul_pp r2.xyz, r1, r0.w
    texld_pp r3, v0, s1
    mad_pp r3.xyz, r3, c27.x, c27.y
    mul_pp r4.xyz, r3.y, v4
    mad_pp r4.xyz, r3.x, v3, r4
    mad_pp r4.xyz, r3.z, v5, r4
    dp3 r1.w, v5, r3
    nrm_pp r3.xyz, r4
    dp3_sat_pp r2.x, r2, r3
    mov_pp r2.y, v3.w
    mov_pp r2.z, v4.w
    texld_pp r4, r2.yzzw, s3
    texldp_pp r5, v1, s5
    dp4_sat_pp r2.y, r5, c5
    add_pp r2.y, -r2.y, c27.w
    mul_sat_pp r2.y, r4.z, r2.y
    mul_pp r2.yzw, r2.y, c4.xxyz
    mul_pp r6.xyz, r2.x, r2.yzww
    mad r7.xyz, r0, -c0.w, c0
    dp3 r2.x, r7, r7
    rsq r2.x, r2.x
    mul_pp r8.xyz, r7, r2.x
    dp3_sat_pp r3.w, r8, r3
    dp4_sat_pp r4.z, r5, c2
    add_pp r4.z, -r4.z, c27.w
    mul_sat_pp r4.y, r4.y, r4.z
    mul_pp r4.yzw, r4.y, c1.xxyz
    mad_pp r6.xyz, r3.w, r4.yzww, r6
    mad r8.xyz, r0, -c6.w, c6
    dp3 r3.w, r8, r8
    rsq r3.w, r3.w
    mul_pp r9.xyz, r8, r3.w
    dp3_sat_pp r6.w, r9, r3
    dp4_sat_pp r7.w, r5, c8
    add_pp r7.w, -r7.w, c27.w
    mul_sat_pp r4.x, r4.x, r7.w
    mul_pp r9.xyz, r4.x, c7
    mad_pp r6.xyz, r6.w, r9, r6
    mad r10.xyz, r0, -c9.w, c9
    dp3 r4.x, r10, r10
    rsq r4.x, r4.x
    mul_pp r11.xyz, r10, r4.x
    dp3_sat_pp r6.w, r11, r3
    dp4_sat_pp r7.w, r5, c11
    dp4_sat_pp r5.x, r5, c14
    add_pp r5.y, -r7.w, c27.w
    texld_pp r11, v6, s4
    mul_sat_pp r5.y, r5.y, r11.y
    mul_pp r5.yzw, r5.y, c10.xxyz
    mad_pp r6.xyz, r6.w, r5.yzww, r6
    mad r11.xyw, r0.xyzz, -c12.w, c12.xyzz
    add r0.xyz, -r0, c26
    dp3 r6.w, r11.xyww, r11.xyww
    rsq r6.w, r6.w
    mul_pp r12.xyz, r11.xyww, r6.w
    dp3_sat_pp r7.w, r12, r3
    nrm_pp r12.xyz, r3
    add_pp r3.x, -r5.x, c27.w
    mul_sat_pp r3.x, r11.z, r3.x
    mul_pp r3.xyz, r3.x, c13
    mad_pp r6.xyz, r7.w, r3, r6
    texld_pp r13, v0, s0
    mul_pp r13.xyz, r13, c24
    mul_pp r6.xyz, r6, r13
    nrm_pp r14.xyz, r0
    mad_pp r0.xyz, r1, r0.w, r14
    nrm_pp r1.xyz, r0
    dp3_sat_pp r0.x, r12, r1
    texld_pp r15, v0, s2
    add_pp r0.y, r15.w, c27.z
    mov r1.x, c28.x
    mad_pp r0.y, c22.x, r0.y, r1.x
    pow_pp r1.x, r0.x, r0.y
    mul_pp r0.xzw, r2.yyzw, r1.x
    mad_pp r1.xyz, r7, r2.x, r14
    nrm_pp r2.xyz, r1
    dp3_sat_pp r1.x, r12, r2
    pow_pp r2.x, r1.x, r0.y
    mad_pp r0.xzw, r2.x, r4.yyzw, r0
    mad_pp r1.xyz, r8, r3.w, r14
    nrm_pp r2.xyz, r1
    dp3_sat_pp r1.x, r12, r2
    pow_pp r2.x, r1.x, r0.y
    mad_pp r0.xzw, r2.x, r9.xyyz, r0
    mad_pp r1.xyz, r10, r4.x, r14
    mad_pp r2.xyz, r11.xyww, r6.w, r14
    nrm_pp r4.xyz, r1
    dp3_sat_pp r1.x, r12, r4
    pow_pp r2.w, r1.x, r0.y
    mad_pp r0.xzw, r2.w, r5.yyzw, r0
    nrm_pp r1.xyz, r2
    dp3_sat_pp r1.x, r12, r1
    pow_pp r2.x, r1.x, r0.y
    mad_pp r0.xyz, r2.x, r3, r0.xzww
    mul_pp r1.xyz, r15.w, c23
    mul_pp r1.xyz, r15, r1
    mad_pp r0.xyz, r1, r0, r6
    mad_sat_pp r0.w, r1.w, c28.y, c28.y
    mul_pp r0.w, r0.w, r0.w
    mov r1.w, c27.w
    lrp_pp r2.x, r0.w, r1.w, c25.w
    mul_pp r1.xyz, r13, r2.x
    mad_pp r0.xyz, c25, r1, r0
    add_pp r1.xyz, -r0, c19
    mad_pp oC0.xyz, v1.z, r1, r0
    mov_pp r0.x, c21.x
    mad_pp r0.x, r0.x, v2.w, c31.x
    add r0.y, -r0.x, v1.w
    mad_pp oC0.w, c20.x, r0.y, r0.x

// approximately 142 instruction slots used (6 texture, 136 arithmetic)
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