//
// Generated by Microsoft (R) D3DX9 Shader Compiler 
//
// Parameters:
//
//   float4 Ambient;
//   sampler2D Texture2D_0;
//   sampler2D Texture2D_1;
//   sampler2D Texture2D_2;
//   float4 UniformVector_0;
//   float4 UniformVector_1;
//   float4 UniformVector_2;
//   float4 UniformVector_3;
//   float4 UniformVector_4;
//   float4 UniformVector_5;
//   float4 UniformVector_6;
//   float4 UniformVector_7;
//   float4 UniformVector_8;
//   float4 fogColor;
//   float globalOpacity;
//   
//   struct
//   {
//       float4 worldVector;
//       float4 color;
//       float4 channelMask;
//
//   } lights[3];
//   
//   float4 nvidiaHack;
//   sampler2D s_shadowMask;
//   samplerCUBE s_specular_cubemap;
//   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
//   UniformVector_2     c18      1
//   UniformVector_3     c19      1
//   UniformVector_4     c20      1
//   UniformVector_5     c21      1
//   UniformVector_6     c22      1
//   UniformVector_7     c23      1
//   UniformVector_8     c24      1
//   Ambient             c25      1
//   worldEyePos         c26      1
//   nvidiaHack          c31      1
//   Texture2D_0         s0       1
//   Texture2D_1         s1       1
//   Texture2D_2         s2       1
//   s_specular_cubemap  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 };
//
//   UniformVector_2
//     c18  = { 0, 0, 0, 0 };
//
//   UniformVector_3
//     c19  = { 0, 0, 0, 0 };
//
//   UniformVector_4
//     c20  = { 0, 0, 0, 0 };
//
//   UniformVector_5
//     c21  = { 0, 0, 0, 0 };
//
//   UniformVector_6
//     c22  = { 0, 0, 0, 0 };
//
//   UniformVector_7
//     c23  = { 0, 0, 0, 0 };
//
//   UniformVector_8
//     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, 0, 2, 0.100000001, -0.0500000007
    def c28, 0.200000003, 2, -1, 229
    def c29, -8, 3, 0.143369168, 2.20000005
    def c30, 1, 0.5, 0.0500000007, 0.150000006
    def c32, 16, 1, 0, 0
    def c33, 0.699999988, 0.5, 0, 1
  dcl_texcoord8 v9.x
    dcl_texcoord_pp v0.x
    dcl_texcoord6 v1
    dcl_texcoord7 v2
    dcl_texcoord3_pp v3
    dcl_texcoord4_pp v4
    dcl_texcoord5_pp v5
    dcl_texcoord1 v6.xy
    dcl_2d s0
    dcl_2d s1
    dcl_2d s2
    dcl_cube s3
    dcl_2d s4
    mov r0.xyw, c30
    mad r1.xy, v6, r0, c16
    texld r1, r1, s0
    mul r2.x, r1.y, c30.z
    mad r0.yz, v6.xxyw, r0.xyww, c17.xxyw
    mov r2.yz, c27.x
    add r0.yz, r2.xxyw, r0
    texld r3, r0.yzzw, s1
    mad r0.y, r3.x, c27.y, r1.y
    mad r0.y, r0.y, c27.z, c27.w
    dp3 r0.z, v2, v2
    rsq r0.z, r0.z
    mul r0.zw, r0.z, v2.xyxy
    mul r1.xy, r0.y, r0.zwzw
    mad r0.yz, r0.y, r0.xzww, v6.xxyw
    mad r1.xy, v6, c33, r1
    add r1.zw, r1.xyxy, c22.xyxy
    texld r4, r1.zwzw, s0
    add r1.zw, r0.xyyz, c23.xyxy
    texld r5, r1.zwzw, s0
    add r0.w, r4.y, r5.y
    add r1.zw, r0.xyyz, c24.xyxy
    texld r4, r1.zwzw, s0
    add r1.zw, r1.xyxy, c18.xyxy
    texld r5, r1.zwzw, s0
    add r1.z, r4.y, r5.y
    mad_sat r1.w, r3.x, c29.x, c29.y
    lrp r2.x, r1.w, r1.z, r0.w
    mul r0.w, r2.x, c30.y
    mad r1.zw, r5.x, c27_abs, r0.xyyz
    add r0.yz, r0, c21.xxyw
    add r1.zw, r1, c19.xyxy
    texld r4, r1.zwzw, s0
    mul r1.w, r4.x, c30.z
    mov r1.z, c20.x
    add r1.xy, r1, r1.zwzw
    mov r1.zw, c33
    mad r1.xy, c20.y, r1.zwzw, r1
    texld r1, r1, s0
    add r1.x, r4.x, r1.x
    mad r1.y, r1.x, c33.x, -r0.w
    mad_pp r0.w, v0.x, r1.y, r0.w
    mad r1.y, r1.x, c28.x, r3.x
    mul r1.x, r1.x, c33.x
    mov r2.w, -r1.y
    add r0.yz, r2.xzww, r0
    texld_pp r2, r0.yzzw, s2
    mad_pp r1.yzw, r2.xwyz, c28.y, c28.z
    lrp r2.xyz, r5.x, c33.zzww, r1.yzww
    add r1.yzw, -r2.xxyz, c33.xzzw
    mad r1.yzw, r1, c30.y, r2.xxyz
    lrp_pp r2.xyz, v0.x, c33.zzww, r1.yzww
    mul_pp r1.yzw, r2.y, v4.xxyz
    mad_pp r1.yzw, r2.x, v3.xxyz, r1
    mad_pp r1.yzw, r2.z, v5.xxyz, r1
    nrm_pp r3.xyz, r1.yzww
    mul r1.yzw, c10.xxyz, v1.y
    mad r1.yzw, v9.x, c9.xxyz, r1
    mad r1.yzw, v1.w, c11.xxyz, r1
    add r1.yzw, r1, c12.xxyz
    mad r4.xyz, r1.yzww, -c6.w, c6
    dp3 r0.y, r4, r4
    rsq r0.y, r0.y
    mul_pp r5.xyz, r4, r0.y
    dp3_sat_pp r0.z, r5, r3
    mad r5.xyz, r1.yzww, -c0.w, c0
    dp3 r2.w, r5, r5
    rsq r2.w, r2.w
    mul_pp r6.xyz, r5, r2.w
    dp3_sat_pp r3.w, r6, r3
    mad r6.xyz, r1.yzww, -c3.w, c3
    add r1.yzw, -r1, c26.xxyz
    dp3 r4.w, r6, r6
    rsq r4.w, r4.w
    mul_pp r7.xyz, r6, r4.w
    dp3_sat_pp r5.w, r7, r3
    nrm_pp r7.xyz, r3
    texldp_pp r8, v1, s4
    dp4_sat_pp r3.x, r8, c5
    add_pp r3.x, -r3.x, c30.x
    mul_sat_pp r3.x, r3.x, v5.w
    mul_pp r3.xyz, r3.x, c4
    mul_pp r9.xyz, r5.w, r3
    dp4_sat_pp r5.w, r8, c2
    dp4_sat_pp r6.w, r8, c8
    add_pp r5.w, -r5.w, c30.x
    mul_sat_pp r5.w, r5.w, v4.w
    mul_pp r8.xyz, r5.w, c1
    mad_pp r9.xyz, r3.w, r8, r9
    add_pp r3.w, -r6.w, c30.x
    mul_sat_pp r3.w, r3.w, v3.w
    mul_pp r10.xyz, r3.w, c7
    mad_pp r9.xyz, r0.z, r10, r9
    mul_pp r9.xyz, r0.w, r9
    nrm_pp r11.xyz, r1.yzww
    mad_pp r1.yzw, r6.xxyz, r4.w, r11.xxyz
    nrm_pp r6.xyz, r1.yzww
    dp3_sat_pp r0.z, r7, r6
    pow_pp r1.y, r0.z, c28.w
    mul_pp r1.yzw, r3.xxyz, r1.y
    mad_pp r3.xyz, r5, r2.w, r11
    mad_pp r4.xyz, r4, r0.y, r11
    nrm_pp r5.xyz, r3
    dp3_sat_pp r0.y, r7, r5
    pow_pp r2.w, r0.y, c28.w
    mad_pp r1.yzw, r2.w, r8.xxyz, r1
    nrm_pp r3.xyz, r4
    dp3_sat_pp r0.y, r7, r3
    pow_pp r2.w, r0.y, c28.w
    mad_pp r1.yzw, r2.w, r10.xxyz, r1
    mov_sat r1.x, r1.x
    mad_pp r0.y, v0.x, -r1.x, r1.x
    mad_pp r1.xyz, r0.y, r1.yzww, r9
    dp3 r0.z, -v2, r2
    add r0.z, r0.z, r0.z
    mad r3.xyz, r2, -r0.z, -v2
    dp3 r0.z, v5, r2
    mul r2.xyz, r3.y, v4
    mad r2.xyz, r3.x, v3, r2
    mad r2.xyz, r3.z, v5, r2
    mov r2.w, c29.z
    texldl_pp r2, r2, s3
    mad_pp r1.w, r2.w, c32.x, c32.y
    pow_pp r2.w, r1_abs.w, c29.w
    mul_pp r2.xyz, r2, r2.w
    mad_pp r1.xyz, r2, r0.y, r1
    mad_sat_pp r0.y, r0.z, c30.y, c30.y
    mul_pp r0.y, r0.y, r0.y
    lrp_pp r1.w, r0.y, r0.x, c25.w
    mul_pp r0.x, r0.w, r1.w
    mad_pp r0.xyz, c25, r0.x, r1
    add_pp r1.xyz, -r0, c13
    mad_pp oC0.xyz, v1.z, r1, r0
    mov_pp r0.x, c15.x
    mad_pp r0.x, r0.x, v2.w, c31.x
    add r0.y, -r0.x, v1.w
    mad_pp oC0.w, c14.x, r0.y, r0.x

// approximately 158 instruction slots used (12 texture, 146 arithmetic)
 

