//
// Generated by Microsoft (R) D3DX9 Shader Compiler 
//
// Parameters:
//
//   float4 Ambient;
//   float3 diffuseColor;
//   float4 fogColor;
//   float globalOpacity;
//   
//   struct
//   {
//       float4 worldVector;
//       float4 color;
//       float4 channelMask;
//
//   } lights[4];
//   
//   sampler2D mtbSampleSlot1;
//   sampler2D mtbSampleSlot2;
//   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      12
//   screenToWorld       c12      4
//   fogColor            c16      1
//   sceneDepthAlphaMask c17      1
//   globalOpacity       c18      1
//   specularPower       c19      1
//   specularColor       c20      1
//   diffuseColor        c21      1
//   Ambient             c22      1
//   worldEyePos         c23      1
//   nvidiaHack          c31      1
//   mtbSampleSlot1      s0       1
//   mtbSampleSlot2      s1       1
//   s_luminanceMap1     s2       1
//   s_luminanceMap2     s3       1
//   s_shadowMask        s4       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 };
//
//   screenToWorld
//     c12  = { 0, 0, 0, 0 };
//     c13  = { 0, 0, 0, 0 };
//     c14  = { 0, 0, 0, 0 };
//     c15  = { 0, 0, 0, 0 };
//
//   fogColor
//     c16  = { 0, 0, 0, 0 };
//
//   sceneDepthAlphaMask
//     c17  = { 0, 0, 0, 0 };
//
//   globalOpacity
//     c18  = { 0, 0, 0, 0 };
//
//   specularPower
//     c19  = { 0, 0, 0, 0 };
//
//   specularColor
//     c20  = { 0, 0, 0, 0 };
//
//   diffuseColor
//     c21  = { 0, 0, 0, 0 };
//
//   Ambient
//     c22  = { 0, 0, 0, 0 };
//
//   worldEyePos
//     c23  = { 0, 0, 0, 0 };
//
//   nvidiaHack
//     c31  = { 0, 0, 0, 0 };
//

    ps_3_0
    def c24, 2, -1, 1, 1.00000001e-007
    def c25, 0.5, 0, 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
    mov_pp r0.y, c20.y
    mov_pp r1.xz, c20
    texld_pp r2, v0, s0
    mov_pp r1.y, r2.y
    mul_pp r1.xyz, r1, r1.y
    mov_pp r0.xz, r2
    mul_pp r2.xyz, r2, c21
    mul_pp r0.xyz, r0, r1
    mov_pp r1.x, v3.w
    mov_pp r1.y, v4.w
    texld_pp r1, r1, s2
    texldp_pp r3, v1, s4
    dp4_sat_pp r0.w, r3, c2
    add_pp r0.w, -r0.w, c24.z
    mul_sat_pp r0.w, r1.y, r0.w
    mul_pp r4.xyz, r0.w, c1
    dp4_sat_pp r0.w, r3, c5
    add_pp r0.w, -r0.w, c24.z
    mul_sat_pp r0.w, r1.z, r0.w
    mul_pp r1.yzw, r0.w, c4.xxyz
    mul r5.xyz, c13, v1.y
    mad r5.xyz, v9.x, c12, r5
    mad r5.xyz, v1.w, c14, r5
    add r5.xyz, r5, c15
    mad r6.xyz, r5, -c3.w, c3
    dp3 r0.w, r6, r6
    rsq r0.w, r0.w
    add r7.xyz, -r5, c23
    nrm_pp r8.xyz, r7
    mad_pp r7.xyz, r6, r0.w, r8
    mul_pp r6.xyz, r6, r0.w
    nrm_pp r9.xyz, r7
    texld_pp r7, v0, s1
    mad_pp r7.xyz, r7, c24.x, c24.y
    mul_pp r10.xyz, r7.y, v4
    mad_pp r10.xyz, r7.x, v3, r10
    mad_pp r10.xyz, r7.z, v5, r10
    dp3 r0.w, v5, r7
    nrm_pp r7.xyz, r10
    nrm_pp r10.xyz, r7
    dp3_sat_pp r2.w, r10, r9
    mov r9.zw, c24
    add_pp r4.w, r9.w, c19.x
    pow_pp r5.w, r2.w, r4.w
    mul_pp r9.xyw, r1.yzzw, r5.w
    mad r11.xyz, r5, -c0.w, c0
    dp3 r2.w, r11, r11
    rsq r2.w, r2.w
    mad_pp r12.xyz, r11, r2.w, r8
    mul_pp r11.xyz, r11, r2.w
    nrm_pp r13.xyz, r12
    dp3_sat_pp r2.w, r10, r13
    pow_pp r5.w, r2.w, r4.w
    mad_pp r9.xyw, r5.w, r4.xyzz, r9
    dp4_sat_pp r2.w, r3, c8
    dp4_sat_pp r3.x, r3, c11
    add_pp r2.w, -r2.w, c24.z
    mul_sat_pp r1.x, r1.x, r2.w
    mul_pp r3.yzw, r1.x, c7.xxyz
    mad r12.xyz, r5, -c6.w, c6
    mad r5.xyz, r5, -c9.w, c9
    dp3 r1.x, r12, r12
    rsq r1.x, r1.x
    mad_pp r13.xyz, r12, r1.x, r8
    mul_pp r12.xyz, r12, r1.x
    nrm_pp r14.xyz, r13
    dp3_sat_pp r1.x, r10, r14
    pow_pp r2.w, r1.x, r4.w
    mad_pp r9.xyw, r2.w, r3.yzzw, r9
    add_pp r1.x, -r3.x, c24.z
    texld_pp r13, v6, s3
    mul_sat_pp r1.x, r1.x, r13.y
    mul_pp r13.xyz, r1.x, c10
    dp3 r1.x, r5, r5
    rsq r1.x, r1.x
    mad_pp r8.xyz, r5, r1.x, r8
    mul_pp r5.xyz, r5, r1.x
    nrm_pp r14.xyz, r8
    dp3_sat_pp r1.x, r10, r14
    pow_pp r2.w, r1.x, r4.w
    mad_pp r8.xyz, r2.w, r13, r9.xyww
    dp3_sat_pp r1.x, r6, r7
    mul_pp r1.xyz, r1.yzww, r1.x
    dp3_sat_pp r1.w, r11, r7
    mad_pp r1.xyz, r1.w, r4, r1
    dp3_sat_pp r1.w, r12, r7
    dp3_sat_pp r2.w, r5, r7
    mad_pp r1.xyz, r1.w, r3.yzww, r1
    mad_pp r1.xyz, r2.w, r13, r1
    mul_pp r1.xyz, r2, r1
    mad_pp r0.xyz, r0, r8, r1
    mad_sat_pp r0.w, r0.w, c25.x, c25.x
    mul_pp r0.w, r0.w, r0.w
    lrp_pp r1.x, r0.w, r9.z, c22.w
    mul_pp r1.xyz, r2, r1.x
    mad_pp r0.xyz, c22, r1, r0
    add_pp r1.xyz, -r0, c16
    mad_pp oC0.xyz, v1.z, r1, r0
    mov_pp r0.x, c18.x
    mad_pp r0.x, r0.x, v2.w, c31.x
    add r0.y, -r0.x, v1.w
    mad_pp oC0.w, c17.x, r0.y, r0.x

// approximately 124 instruction slots used (5 texture, 119 arithmetic)
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