//
// Generated by Microsoft (R) D3DX9 Shader Compiler 
//
// Parameters:
//
//   float4 Ambient;
//   sampler2D Texture2D_0;
//   sampler2D Texture2D_1;
//   sampler2D Texture2D_2;
//   sampler2D Texture2D_3;
//   float4 UniformVector_0;
//   float4 UniformVector_1;
//   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
//   Ambient             c18      1
//   worldEyePos         c19      1
//   nvidiaHack          c31      1
//   Texture2D_0         s0       1
//   Texture2D_1         s1       1
//   Texture2D_2         s2       1
//   Texture2D_3         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 };
//
//   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 };
//
//   Ambient
//     c18  = { 0, 0, 0, 0 };
//
//   worldEyePos
//     c19  = { 0, 0, 0, 0 };
//
//   nvidiaHack
//     c31  = { 0, 0, 0, 0 };
//

    ps_3_0
    def c20, -0.416146845, -0.909297407, 0, 0.909297407
    def c21, 2, -1, 4, -0.5
    def c22, 3, 4.45739985, 4.22279978, 2.87039995
    def c23, 93, 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
    dcl_texcoord1 v5.xy
    dcl_texcoord2 v6.xy
    dcl_2d s0
    dcl_2d s1
    dcl_2d s2
    dcl_2d s3
    dcl_2d s4
    mad r0.xy, v6, c21.z, c21.w
    dp2add r0.z, c20, r0, c20.z
    dp2add r0.w, c20.wxzw, r0, c20.z
    add r0.xy, r0.zwzw, c17
    add r0.xy, r0, -c21.w
    texld_pp r0, r0, s1
    mad_pp r0.xyz, r0, c21.x, c21.y
    mov r1.xy, c21
    mad r1.xz, v6.xyyw, r1.x, c16.xyyw
    texld_pp r2, r1.xzzw, s1
    mad_pp r1.xzw, r2.xyyz, c21.x, c21.y
    lrp r2.xyz, -c21.w, r0, r1.xzww
    texld_pp r0, v5, s0
    mad_pp r0.xyz, r0.wyzw, c21.x, c21.y
    mul r1.xz, c22.x, v6.xyyw
    texld r3, r1.xzzw, s2
    lrp_pp r1.xzw, r3.x, r2.xyyz, r0.xyyz
    mul_pp r0.xyz, r1.z, v3
    mad_pp r0.xyz, r1.x, v2, r0
    mad_pp r0.xyz, r1.w, v4, r0
    dp3 r0.w, v4, r1.xzww
    nrm_pp r2.xyz, r0
    nrm_pp r0.xyz, r2
    mul r1.xzw, c10.xyyz, v0.y
    mad r1.xzw, v9.x, c9.xyyz, r1
    mad r1.xzw, v0.w, c11.xyyz, r1
    add r1.xzw, r1, c12.xyyz
    add r3.xyz, -r1.xzww, c19
    nrm_pp r4.xyz, r3
    mad r3.xyz, r1.xzww, -c0.w, c0
    dp3 r2.w, r3, r3
    rsq r2.w, r2.w
    mad_pp r5.xyz, r3, r2.w, r4
    mul_pp r3.xyz, r3, r2.w
    nrm_pp r6.xyz, r5
    dp3_sat_pp r2.w, r0, r6
    pow_pp r3.w, r2.w, c23.x
    mad r5.xyz, r1.xzww, -c3.w, c3
    mad r1.xzw, r1, -c6.w, c6.xyyz
    dp3 r2.w, r5, r5
    rsq r2.w, r2.w
    mad_pp r6.xyz, r5, r2.w, r4
    mul_pp r5.xyz, r5, r2.w
    nrm_pp r7.xyz, r6
    dp3_sat_pp r2.w, r0, r7
    pow_pp r4.w, r2.w, c23.x
    texldp_pp r6, v0, s4
    dp4_sat_pp r2.w, r6, c5
    add_pp r2.w, -r2.w, -c21.y
    mul_sat_pp r2.w, r2.w, v4.w
    mul_pp r7.xyz, r2.w, c4
    mul_pp r8.xyz, r4.w, r7
    dp4_sat_pp r2.w, r6, c2
    dp4_sat_pp r4.w, r6, c8
    add_pp r2.w, -r2.w, -c21.y
    mul_sat_pp r2.w, r2.w, v3.w
    mul_pp r6.xyz, r2.w, c1
    mad_pp r8.xyz, r3.w, r6, r8
    dp3 r2.w, r1.xzww, r1.xzww
    rsq r2.w, r2.w
    mad_pp r4.xyz, r1.xzww, r2.w, r4
    mul_pp r1.xzw, r1, r2.w
    nrm_pp r9.xyz, r4
    dp3_sat_pp r0.x, r0, r9
    pow_pp r2.w, r0.x, c23.x
    add_pp r0.x, -r4.w, -c21.y
    mul_sat_pp r0.x, r0.x, v2.w
    mul_pp r0.xyz, r0.x, c7
    mad_pp r4.xyz, r2.w, r0, r8
    dp3_sat_pp r2.w, r5, r2
    mul_pp r5.xyz, r7, r2.w
    dp3_sat_pp r2.w, r3, r2
    dp3_sat_pp r1.x, r1.xzww, r2
    mad_pp r2.xyz, r2.w, r6, r5
    mad_pp r0.xyz, r1.x, r0, r2
    texld r2, v5, s3
    mul_pp r0.xyz, r0, r2
    mul_pp r1.xzw, r2.w, c22.yyzw
    mad_pp r0.xyz, r1.xzww, r4, r0
    mad_sat_pp r0.w, r0.w, -c21.w, -c21.w
    mul_pp r0.w, r0.w, r0.w
    lrp_pp r2.w, r0.w, -r1.y, c18.w
    mul_pp r1.xyz, r2, r2.w
    mad_pp r0.xyz, c18, r1, r0
    add_pp r1.xyz, -r0, c13
    mad_pp oC0.xyz, v0.z, r1, r0
    mov_pp r0.x, c15.x
    mad_pp r0.x, r0.x, v1.w, c31.x
    add r0.y, -r0.x, v0.w
    mad_pp oC0.w, c14.x, r0.y, r0.x

// approximately 110 instruction slots used (6 texture, 104 arithmetic)
 

