//
// Generated by Microsoft (R) D3DX9 Shader Compiler 
//
// Parameters:
//
//   float4 Ambient;
//   sampler2D Texture2D_0;
//   sampler2D Texture2D_1;
//   float4 UniformVector_0;
//   float4 UniformVector_1;
//   float4 UniformVector_2;
//   float4 fogColor;
//   float globalOpacity;
//   
//   struct
//   {
//       float4 worldVector;
//       float4 color;
//       float4 channelMask;
//
//   } lights[4];
//   
//   float4 nvidiaHack;
//   sampler2D s_shadowMask;
//   float sceneDepthAlphaMask;
//   row_major float4x4 screenToWorld;
//   float3 worldEyePos;
//
//
// Registers:
//
//   Name                Reg   Size
//   ------------------- ----- ----
//   lights              c0      12
//   screenToWorld       c12      4
//   fogColor            c16      1
//   sceneDepthAlphaMask c17      1
//   globalOpacity       c18      1
//   UniformVector_0     c19      1
//   UniformVector_1     c20      1
//   UniformVector_2     c21      1
//   Ambient             c22      1
//   worldEyePos         c23      1
//   nvidiaHack          c31      1
//   Texture2D_0         s0       1
//   Texture2D_1         s1       1
//   s_shadowMask        s2       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 };
//
//   UniformVector_0
//     c19  = { 0, 0, 0, 0 };
//
//   UniformVector_1
//     c20  = { 0, 0, 0, 0 };
//
//   UniformVector_2
//     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, 0.5, 0, 1, 0.699999988
    def c25, 4, -2.70000005, 15, 0.300000012
  dcl_texcoord8 v9.x
    dcl_texcoord6 v0
    dcl_texcoord7 v1.w
    dcl_texcoord3_pp v2.w
    dcl_texcoord4_pp v3.w
    dcl_texcoord5_pp v4
    dcl_color v5.y
    dcl_texcoord1 v6.xy
    dcl_2d s0
    dcl_2d s1
    dcl_2d s2
    add r0.xy, c19, v6
    texld r0, r0, s0
    mov r0.z, -r0.y
    add r0.w, r0.y, r0.y
    mov r1.xyz, c24
    mad r1.xw, v6.xyzy, r1.x, c20.xyzy
    mov r0.x, c24.y
    add r0.xz, r0, r1.xyww
    texld r2, r0.xzzw, s1
    mad r0.x, r2.x, c25.x, c25.y
    mov r0.y, c21.x
    add r0.yz, r0.xyww, v6.xxyw
    mad r0.yz, c21.y, r1, r0
    texld r2, r0.yzzw, s0
    mad_pp r0.x, r2.y, r0.x, c24.w
    texldp_pp r2, v0, s2
    dp4_sat_pp r0.y, r2, c2
    add_pp r0.y, -r0.y, c24.z
    mul_sat_pp r0.y, r0.y, v3.w
    mul_pp r0.yzw, r0.y, c1.xxyz
    dp4_sat_pp r1.x, r2, c5
    add_pp r1.x, -r1.x, c24.z
    mul_sat_pp r1.x, r1.x, v4.w
    mul_pp r1.xyw, r1.x, c4.xyzz
    mul r3.xyz, c13, v0.y
    mad r3.xyz, v9.x, c12, r3
    mad r3.xyz, v0.w, c14, r3
    add r3.xyz, r3, c15
    mad r4.xyz, r3, -c3.w, c3
    dp3 r3.w, r4, r4
    rsq r3.w, r3.w
    mul_pp r5.xyz, r4, r3.w
    nrm_pp r6.xyz, v4
    dp3_sat_pp r4.w, r5, r6
    mul_pp r5.xyz, r1.xyww, r4.w
    mad r7.xyz, r3, -c0.w, c0
    dp3 r4.w, r7, r7
    rsq r4.w, r4.w
    mul_pp r8.xyz, r7, r4.w
    dp3_sat_pp r5.w, r8, r6
    mad_pp r5.xyz, r5.w, r0.yzww, r5
    dp4_sat_pp r5.w, r2, c8
    dp4_sat_pp r2.x, r2, c11
    add_pp r2.y, -r5.w, c24.z
    mul_sat_pp r2.y, r2.y, v2.w
    mul_pp r2.yzw, r2.y, c7.xxyz
    mad r8.xyz, r3, -c6.w, c6
    dp3 r5.w, r8, r8
    rsq r5.w, r5.w
    mul_pp r9.xyz, r8, r5.w
    dp3_sat_pp r6.w, r9, r6
    mad_pp r5.xyz, r6.w, r2.yzww, r5
    add_pp r2.x, -r2.x, c24.z
    mul_sat_pp r2.x, r2.x, v5.y
    mul_pp r9.xyz, r2.x, c10
    mad r10.xyz, r3, -c9.w, c9
    add r3.xyz, -r3, c23
    dp3 r2.x, r10, r10
    rsq r2.x, r2.x
    mul_pp r11.xyz, r10, r2.x
    dp3_sat_pp r6.w, r11, r6
    nrm_pp r11.xyz, r6
    mad_pp r5.xyz, r6.w, r9, r5
    mul_pp r5.xyz, r0.x, r5
    nrm_pp r6.xyz, r3
    mad_pp r3.xyz, r4, r3.w, r6
    nrm_pp r4.xyz, r3
    dp3_sat_pp r3.x, r11, r4
    pow_pp r4.x, r3.x, c25.z
    mul_pp r1.xyw, r1, r4.x
    mad_pp r3.xyz, r7, r4.w, r6
    nrm_pp r4.xyz, r3
    dp3_sat_pp r3.x, r11, r4
    pow_pp r4.x, r3.x, c25.z
    mad_pp r0.yzw, r4.x, r0, r1.xxyw
    mad_pp r1.xyw, r8.xyzz, r5.w, r6.xyzz
    mad_pp r3.xyz, r10, r2.x, r6
    nrm_pp r4.xyz, r1.xyww
    dp3_sat_pp r1.x, r11, r4
    pow_pp r2.x, r1.x, c25.z
    mad_pp r0.yzw, r2.x, r2, r0
    nrm_pp r2.xyz, r3
    dp3_sat_pp r1.x, r11, r2
    pow_pp r2.x, r1.x, c25.z
    mad_pp r0.yzw, r2.x, r9.xxyz, r0
    mad_pp r0.yzw, r0, c25.w, r5.xxyz
    mad_sat_pp r1.x, v4.z, c24.x, c24.x
    mul_pp r1.x, r1.x, r1.x
    lrp_pp r2.x, r1.x, r1.z, c22.w
    mul_pp r0.x, r0.x, r2.x
    mad_pp r0.xyz, c22, r0.x, r0.yzww
    add_pp r1.xyz, -r0, c16
    mad_pp oC0.xyz, v0.z, r1, r0
    mov_pp r0.x, c18.x
    mad_pp r0.x, r0.x, v1.w, c31.x
    add r0.y, -r0.x, v0.w
    mad_pp oC0.w, c17.x, r0.y, r0.x

// approximately 119 instruction slots used (4 texture, 115 arithmetic)
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