//
// Generated by Microsoft (R) D3DX9 Shader Compiler 
//
// Parameters:
//
//   float4 Ambient;
//   float3 diffuseColor;
//   float4 fogColor;
//   float globalOpacity;
//   float2 heightMapScaleAndBias;
//   
//   struct
//   {
//       float4 worldVector;
//       float4 color;
//       float4 channelMask;
//
//   } lights[5];
//   
//   sampler2D mtbSampleSlot1;
//   sampler2D mtbSampleSlot2;
//   float4 nvidiaHack;
//   sampler2D s_shadowMask;
//   float sceneDepthAlphaMask;
//   row_major float4x4 screenToWorld;
//   float3 specularColor;
//   float specularPower;
//   float3 worldEyePos;
//
//
// Registers:
//
//   Name                  Reg   Size
//   --------------------- ----- ----
//   lights                c0      15
//   screenToWorld         c15      4
//   fogColor              c19      1
//   sceneDepthAlphaMask   c20      1
//   globalOpacity         c21      1
//   specularPower         c22      1
//   specularColor         c23      1
//   diffuseColor          c24      1
//   heightMapScaleAndBias c25      1
//   Ambient               c26      1
//   worldEyePos           c27      1
//   nvidiaHack            c31      1
//   mtbSampleSlot1        s0       1
//   mtbSampleSlot2        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 };
//     c12  = { 0, 0, 0, 0 };
//     c13  = { 0, 0, 0, 0 };
//     c14  = { 0, 0, 0, 0 };
//
//   screenToWorld
//     c15  = { 0, 0, 0, 0 };
//     c16  = { 0, 0, 0, 0 };
//     c17  = { 0, 0, 0, 0 };
//     c18  = { 0, 0, 0, 0 };
//
//   fogColor
//     c19  = { 0, 0, 0, 0 };
//
//   sceneDepthAlphaMask
//     c20  = { 0, 0, 0, 0 };
//
//   globalOpacity
//     c21  = { 0, 0, 0, 0 };
//
//   specularPower
//     c22  = { 0, 0, 0, 0 };
//
//   specularColor
//     c23  = { 0, 0, 0, 0 };
//
//   diffuseColor
//     c24  = { 0, 0, 0, 0 };
//
//   heightMapScaleAndBias
//     c25  = { 0, 0, 0, 0 };
//
//   Ambient
//     c26  = { 0, 0, 0, 0 };
//
//   worldEyePos
//     c27  = { 0, 0, 0, 0 };
//
//   nvidiaHack
//     c31  = { 0, 0, 0, 0 };
//

    ps_3_0
    def c28, 2, -1, 1, 1.00000001e-007
    def c29, 0.5, 0, 0, 0
  dcl_texcoord8 v9.x
    dcl_texcoord v0.xy
    dcl_texcoord6 v1
    dcl_texcoord7 v2
    dcl_texcoord3_pp v3
    dcl_texcoord4_pp v4
    dcl_texcoord5_pp v5
    dcl_color v6.yz
    dcl_2d s0
    dcl_2d s1
    dcl_2d s2
    dp3 r0.x, v2, v2
    rsq r0.x, r0.x
    mul_pp r0.xy, r0.x, v2
    texld_pp r1, v0, s1
    mad_pp r0.z, c25.x, r1.w, c25.y
    mad_pp r0.xy, r0.z, r0, v0
    texld_pp r1, r0, s1
    texld_pp r0, r0, s0
    mad_pp r1.xyz, r1, c28.x, c28.y
    mul_pp r2.xyz, r1.y, v4
    mad_pp r2.xyz, r1.x, v3, r2
    mad_pp r2.xyz, r1.z, v5, r2
    dp3 r0.w, v5, r1
    nrm_pp r1.xyz, r2
    nrm_pp r2.xyz, r1
    mul r3.xyz, c16, v1.y
    mad r3.xyz, v9.x, c15, r3
    mad r3.xyz, v1.w, c17, r3
    add r3.xyz, r3, c18
    mad r4.xyz, r3, -c3.w, c3
    dp3 r1.w, r4, r4
    rsq r1.w, r1.w
    add r5.xyz, -r3, c27
    nrm_pp r6.xyz, r5
    mad_pp r5.xyz, r4, r1.w, r6
    mul_pp r4.xyz, r4, r1.w
    nrm_pp r7.xyz, r5
    dp3_sat_pp r1.w, r2, r7
    mov r5.zw, c28
    add_pp r2.w, r5.w, c22.x
    pow_pp r3.w, r1.w, r2.w
    texldp_pp r7, v1, s2
    dp4_sat_pp r1.w, r7, c5
    add_pp r1.w, -r1.w, c28.z
    mul_sat_pp r1.w, r1.w, v5.w
    mul_pp r5.xyw, r1.w, c4.xyzz
    mul_pp r8.xyz, r3.w, r5.xyww
    mad r9.xyz, r3, -c0.w, c0
    dp3 r1.w, r9, r9
    rsq r1.w, r1.w
    mad_pp r10.xyz, r9, r1.w, r6
    mul_pp r9.xyz, r9, r1.w
    nrm_pp r11.xyz, r10
    dp3_sat_pp r1.w, r2, r11
    pow_pp r3.w, r1.w, r2.w
    dp4_sat_pp r1.w, r7, c2
    add_pp r1.w, -r1.w, c28.z
    mul_sat_pp r1.w, r1.w, v4.w
    mul_pp r10.xyz, r1.w, c1
    mad_pp r8.xyz, r3.w, r10, r8
    mad r11.xyz, r3, -c6.w, c6
    dp3 r1.w, r11, r11
    rsq r1.w, r1.w
    mad_pp r12.xyz, r11, r1.w, r6
    mul_pp r11.xyz, r11, r1.w
    nrm_pp r13.xyz, r12
    dp3_sat_pp r1.w, r2, r13
    pow_pp r3.w, r1.w, r2.w
    dp4_sat_pp r1.w, r7, c8
    add_pp r1.w, -r1.w, c28.z
    mul_sat_pp r1.w, r1.w, v3.w
    mul_pp r12.xyz, r1.w, c7
    mad_pp r8.xyz, r3.w, r12, r8
    mad r13.xyz, r3, -c9.w, c9
    mad r3.xyz, r3, -c12.w, c12
    dp3 r1.w, r13, r13
    rsq r1.w, r1.w
    mad_pp r14.xyz, r13, r1.w, r6
    mul_pp r13.xyz, r13, r1.w
    nrm_pp r15.xyz, r14
    dp3_sat_pp r1.w, r2, r15
    pow_pp r3.w, r1.w, r2.w
    dp4_sat_pp r1.w, r7, c11
    dp4_sat_pp r4.w, r7, c14
    add_pp r1.w, -r1.w, c28.z
    mul_sat_pp r1.w, r1.w, v6.y
    mul_pp r7.xyz, r1.w, c10
    mad_pp r8.xyz, r3.w, r7, r8
    dp3 r1.w, r3, r3
    rsq r1.w, r1.w
    mad_pp r6.xyz, r3, r1.w, r6
    mul_pp r3.xyz, r3, r1.w
    nrm_pp r14.xyz, r6
    dp3_sat_pp r1.w, r2, r14
    pow_pp r3.w, r1.w, r2.w
    add_pp r1.w, -r4.w, c28.z
    mul_sat_pp r1.w, r1.w, v6.z
    mul_pp r2.xyz, r1.w, c13
    mad_pp r6.xyz, r3.w, r2, r8
    dp3_sat_pp r1.w, r4, r1
    mul_pp r4.xyz, r5.xyww, r1.w
    dp3_sat_pp r1.w, r9, r1
    mad_pp r4.xyz, r1.w, r10, r4
    dp3_sat_pp r1.w, r11, r1
    mad_pp r4.xyz, r1.w, r12, r4
    dp3_sat_pp r1.w, r13, r1
    dp3_sat_pp r1.x, r3, r1
    mad_pp r1.yzw, r1.w, r7.xxyz, r4.xxyz
    mad_pp r1.xyz, r1.x, r2, r1.yzww
    mul_pp r2.xyz, r0, c24
    mul_pp r0.xyz, r0, c23
    mul_pp r1.xyz, r1, r2
    mad_pp r0.xyz, r0, r6, r1
    mad_sat_pp r0.w, r0.w, c29.x, c29.x
    mul_pp r0.w, r0.w, r0.w
    lrp_pp r1.x, r0.w, r5.z, c26.w
    mul_pp r1.xyz, r2, r1.x
    mad_pp r0.xyz, c26, r1, r0
    add_pp r1.xyz, -r0, c19
    mad_pp oC0.xyz, v1.z, r1, r0
    mov_pp r0.x, c21.x
    mad_pp r0.x, r0.x, v2.w, c31.x
    add r0.y, -r0.x, v1.w
    mad_pp oC0.w, c20.x, r0.y, r0.x

// approximately 140 instruction slots used (4 texture, 136 arithmetic)
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