//
// Generated by Microsoft (R) D3DX9 Shader Compiler 
//
// Parameters:
//
//   sampler2D Texture2D_0;
//   sampler2D Texture2D_1;
//   sampler2D Texture2D_2;
//   float UniformScalar_11;
//   float UniformScalar_12;
//   float UniformScalar_13;
//   float UniformScalar_14;
//   float4 UniformVector_0;
//   float4 UniformVector_1;
//   float4 UniformVector_2;
//   float4 fogColor;
//   float globalOpacity;
//   
//   struct
//   {
//       float4 worldVector;
//       float4 color;
//       float4 channelMask;
//
//   } lights[6];
//   
//   float4 nvidiaHack;
//   sampler2D s_luminanceMap1;
//   sampler2D s_luminanceMap2;
//   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
//   UniformVector_0     c25      1
//   UniformVector_1     c26      1
//   UniformVector_2     c27      1
//   UniformScalar_11    c28      1
//   UniformScalar_12    c29      1
//   UniformScalar_13    c30      1
//   nvidiaHack          c31      1
//   UniformScalar_14    c32      1
//   worldEyePos         c33      1
//   Texture2D_0         s0       1
//   Texture2D_1         s1       1
//   Texture2D_2         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 };
//     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 };
//
//   UniformVector_0
//     c25  = { 0, 0, 0, 0 };
//
//   UniformVector_1
//     c26  = { 0, 0, 0, 0 };
//
//   UniformVector_2
//     c27  = { 0, 0, 0, 0 };
//
//   UniformScalar_11
//     c28  = { 0, 0, 0, 0 };
//
//   UniformScalar_12
//     c29  = { 0, 0, 0, 0 };
//
//   UniformScalar_13
//     c30  = { 0, 0, 0, 0 };
//
//   nvidiaHack
//     c31  = { 0, 0, 0, 0 };
//
//   UniformScalar_14
//     c32  = { 0, 0, 0, 0 };
//
//   worldEyePos
//     c33  = { 0, 0, 0, 0 };
//

    ps_3_0
    def c34, 0.100000001, 0, 1, -2
    def c35, 0.0500000007, 0.100000016, 0.899999976, -0.0500000007
    def c36, 0.00999999978, 0.99000001, 300, 0
  dcl_texcoord8 v9.x
    dcl_texcoord6 v0
    dcl_texcoord7 v1
    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
    mul r0.xy, c28.x, v6
    add r0.xy, r0, r0
    dp3 r0.z, v1, v1
    rsq r0.z, r0.z
    mul r1.xyz, r0.z, v1.zxyw
    mov r2.xw, c35
    mad r0.z, c29.x, r2.x, r2.w
    mad r0.xy, r0.z, r1.yzzw, r0
    max r0.z, r1.x, c34.y
    add r1.xy, c25, v6
    texld r1, r1, s0
    mul r2.y, r1.y, c34.x
    mul r1.xyz, r1, c36.x
    mov r2.x, c26.x
    add r2.xy, r2, v6
    mov r3.yz, c34
    mad r2.xy, c26.y, r3.yzzw, r2
    texld_pp r2, r2, s1
    mad_pp r2, r2.yxyz, -c34.w, -c34.z
    mul r4.yz, r2.x, c35.xxyw
    mov r4.x, c27.x
    add r3.xw, r4.xyzy, v6.xyzy
    mad r3.xy, c27.y, r3.yzzw, r3.xwzw
    texld_pp r3, r3, s1
    mad_pp r3.xyz, r3, -c34.w, -c34.z
    mad r0.w, r3.y, c35.y, r4.z
    mul r4.y, r0.w, c34.x
    mov r4.x, c34.y
    add r0.xy, r0, r4
    texld r4, r0, s2
    add r0.x, -r0.z, c34.z
    mul r0.y, r0.x, r0.x
    mul r0.x, r0.x, r0.y
    mov r2.x, c32.x
    add r0.y, -r2.x, c30.x
    mad r0.y, r0.x, r0.y, c32.x
    mad_pp r0.x, r0.x, c36.y, c36.x
    mad_pp r0.yzw, r0.y, r4.xxyz, r1.xxyz
    add r1.xyz, -r2.yzww, c34.yyzw
    mad r1.xyz, r1, c35.z, r2.yzww
    add r2.xyz, -r3, c34.yyzw
    mad r2.xyz, r2, c35.z, r3
    mad_pp r1.xyz, r1, c34.zzyw, r2
    mul_pp r2.xyz, r1.y, v3
    mad_pp r1.xyw, r1.x, v2.xyzz, r2.xyzz
    mad_pp r1.xyz, r1.z, v4, r1.xyww
    nrm_pp r2.xyz, r1
    mul r1.xyz, c19, v0.y
    mad r1.xyz, v9.x, c18, r1
    mad r1.xyz, v0.w, c20, r1
    add r1.xyz, r1, c21
    mad r3.xyz, r1, -c6.w, c6
    dp3 r1.w, r3, r3
    rsq r1.w, r1.w
    mul_pp r4.xyz, r3, r1.w
    dp3_sat_pp r2.w, r4, r2
    mad r4.xyz, r1, -c0.w, c0
    dp3 r3.w, r4, r4
    rsq r3.w, r3.w
    mul_pp r5.xyz, r4, r3.w
    dp3_sat_pp r4.w, r5, r2
    mad r5.xyz, r1, -c3.w, c3
    dp3 r5.w, r5, r5
    rsq r5.w, r5.w
    mul_pp r6.xyz, r5, r5.w
    dp3_sat_pp r6.x, r6, r2
    mov_pp r6.y, v2.w
    mov_pp r6.z, v3.w
    texld_pp r7, r6.yzzw, s3
    texldp_pp r8, v0, s5
    dp4_sat_pp r6.y, r8, c5
    add_pp r6.y, -r6.y, c34.z
    mul_sat_pp r6.y, r7.z, r6.y
    mul_pp r6.yzw, r6.y, c4.xxyz
    mul_pp r9.xyz, r6.x, r6.yzww
    dp4_sat_pp r6.x, r8, c2
    add_pp r6.x, -r6.x, c34.z
    mul_sat_pp r6.x, r7.y, r6.x
    mul_pp r7.yzw, r6.x, c1.xxyz
    mad_pp r9.xyz, r4.w, r7.yzww, r9
    dp4_sat_pp r4.w, r8, c8
    add_pp r4.w, -r4.w, c34.z
    mul_sat_pp r4.w, r7.x, r4.w
    mul_pp r10.xyz, r4.w, c7
    mad_pp r9.xyz, r2.w, r10, r9
    mad r11.xyz, r1, -c9.w, c9
    dp3 r2.w, r11, r11
    rsq r2.w, r2.w
    mul_pp r12.xyz, r11, r2.w
    dp3_sat_pp r4.w, r12, r2
    dp4_sat_pp r6.x, r8, c11
    add_pp r6.x, -r6.x, c34.z
    texld_pp r12, v5, s4
    mul_sat_pp r6.x, r6.x, r12.y
    mul_pp r13.xyz, r6.x, c10
    mad_pp r9.xyz, r4.w, r13, r9
    mad r14.xyz, r1, -c12.w, c12
    dp3 r4.w, r14, r14
    rsq r4.w, r4.w
    mul_pp r15.xyz, r14, r4.w
    dp3_sat_pp r6.x, r15, r2
    dp4_sat_pp r7.x, r8, c14
    dp4_sat_pp r8.x, r8, c17
    add_pp r7.x, -r7.x, c34.z
    mul_sat_pp r7.x, r12.z, r7.x
    mul_pp r8.yzw, r7.x, c13.xxyz
    mad_pp r9.xyz, r6.x, r8.yzww, r9
    mad r12.yzw, r1.xxyz, -c15.w, c15.xxyz
    add r1.xyz, -r1, c33
    dp3 r6.x, r12.yzww, r12.yzww
    rsq r6.x, r6.x
    mul_pp r15.xyz, r12.yzww, r6.x
    dp3_sat_pp r7.x, r15, r2
    nrm_pp r15.xyz, r2
    add_pp r2.x, -r8.x, c34.z
    mul_sat_pp r2.x, r12.x, r2.x
    mul_pp r2.xyz, r2.x, c16
    mad_pp r9.xyz, r7.x, r2, r9
    mul_pp r0.yzw, r0, r9.xxyz
    nrm_pp r9.xyz, r1
    mad_pp r1.xyz, r5, r5.w, r9
    nrm_pp r5.xyz, r1
    dp3_sat_pp r1.x, r15, r5
    pow_pp r5.x, r1.x, c36.z
    mul_pp r1.xyz, r6.yzww, r5.x
    mad_pp r4.xyz, r4, r3.w, r9
    nrm_pp r5.xyz, r4
    dp3_sat_pp r3.w, r15, r5
    pow_pp r4.x, r3.w, c36.z
    mad_pp r1.xyz, r4.x, r7.yzww, r1
    mad_pp r3.xyz, r3, r1.w, r9
    nrm_pp r4.xyz, r3
    dp3_sat_pp r1.w, r15, r4
    pow_pp r3.x, r1.w, c36.z
    mad_pp r1.xyz, r3.x, r10, r1
    mad_pp r3.xyz, r11, r2.w, r9
    nrm_pp r4.xyz, r3
    dp3_sat_pp r1.w, r15, r4
    pow_pp r2.w, r1.w, c36.z
    mad_pp r1.xyz, r2.w, r13, r1
    mad_pp r3.xyz, r14, r4.w, r9
    mad_pp r4.xyz, r12.yzww, r6.x, r9
    nrm_pp r5.xyz, r3
    dp3_sat_pp r1.w, r15, r5
    pow_pp r2.w, r1.w, c36.z
    mad_pp r1.xyz, r2.w, r8.yzww, r1
    nrm_pp r3.xyz, r4
    dp3_sat_pp r1.w, r15, r3
    pow_pp r2.w, r1.w, c36.z
    mad_pp r1.xyz, r2.w, r2, r1
    mad_pp r0.xyz, r0.x, r1, r0.yzww
    add_pp r1.xyz, -r0, c22
    mad_pp oC0.xyz, v0.z, r1, r0
    mov_pp r0.x, c24.x
    mad_pp r0.x, r0.x, v1.w, c31.x
    add r0.y, -r0.x, v0.w
    mad_pp oC0.w, c23.x, r0.y, r0.x

// approximately 187 instruction slots used (7 texture, 180 arithmetic)
 

