//
// 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[3];
//   
//   float4 nvidiaHack;
//   sampler2D s_luminanceMap1;
//   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
//   UniformVector_2     c18      1
//   Ambient             c19      1
//   worldEyePos         c20      1
//   nvidiaHack          c31      1
//   Texture2D_0         s0       1
//   Texture2D_1         s1       1
//   s_luminanceMap1     s2       1
//   s_shadowMask        s3       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 };
//
//   Ambient
//     c19  = { 0, 0, 0, 0 };
//
//   worldEyePos
//     c20  = { 0, 0, 0, 0 };
//
//   nvidiaHack
//     c31  = { 0, 0, 0, 0 };
//

    ps_3_0
    def c21, 0.5, 0, 1, 0.699999988
    def c22, 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.xyz
    dcl_texcoord1 v5.xy
    dcl_2d s0
    dcl_2d s1
    dcl_2d s2
    dcl_2d s3
    add r0.xy, c16, v5
    texld r0, r0, s0
    mov r0.z, -r0.y
    add r0.w, r0.y, r0.y
    mov r1.xyz, c21
    mad r1.xw, v5.xyzy, r1.x, c17.xyzy
    mov r0.x, c21.y
    add r0.xz, r0, r1.xyww
    texld r2, r0.xzzw, s1
    mad r0.x, r2.x, c22.x, c22.y
    mov r0.y, c18.x
    add r0.yz, r0.xyww, v5.xxyw
    mad r0.yz, c18.y, r1, r0
    texld r2, r0.yzzw, s0
    mad_pp r0.x, r2.y, r0.x, c21.w
    mov_pp r0.y, v2.w
    mov_pp r0.z, v3.w
    texld_pp r2, r0.yzzw, s2
    texldp_pp r3, v0, s3
    dp4_sat_pp r0.y, r3, c2
    add_pp r0.y, -r0.y, c21.z
    mul_sat_pp r0.y, r2.y, r0.y
    mul_pp r0.yzw, r0.y, c1.xxyz
    dp4_sat_pp r1.x, r3, c5
    dp4_sat_pp r1.y, r3, c8
    add_pp r1.x, -r1.x, c21.z
    mul_sat_pp r1.x, r2.z, r1.x
    mul_pp r2.yzw, r1.x, c4.xxyz
    mul r3.xyz, c10, v0.y
    mad r3.xyz, v9.x, c9, r3
    mad r3.xyz, v0.w, c11, r3
    add r3.xyz, r3, c12
    mad r4.xyz, r3, -c3.w, c3
    dp3 r1.x, r4, r4
    rsq r1.x, r1.x
    mul_pp r5.xyz, r4, r1.x
    nrm_pp r6.xyz, v4
    dp3_sat_pp r1.w, r5, r6
    mul_pp r5.xyz, r2.yzww, r1.w
    mad r7.xyz, r3, -c0.w, c0
    dp3 r1.w, r7, r7
    rsq r1.w, r1.w
    mul_pp r8.xyz, r7, r1.w
    dp3_sat_pp r3.w, r8, r6
    mad_pp r5.xyz, r3.w, r0.yzww, r5
    add_pp r1.y, -r1.y, c21.z
    mul_sat_pp r1.y, r2.x, r1.y
    mul_pp r8.xyz, r1.y, c7
    mad r9.xyz, r3, -c6.w, c6
    add r3.xyz, -r3, c20
    dp3 r1.y, r9, r9
    rsq r1.y, r1.y
    mul_pp r10.xyz, r9, r1.y
    dp3_sat_pp r2.x, r10, r6
    nrm_pp r10.xyz, r6
    mad_pp r5.xyz, r2.x, r8, r5
    mul_pp r5.xyz, r0.x, r5
    nrm_pp r6.xyz, r3
    mad_pp r3.xyz, r4, r1.x, r6
    nrm_pp r4.xyz, r3
    dp3_sat_pp r1.x, r10, r4
    pow_pp r2.x, r1.x, c22.z
    mul_pp r2.xyz, r2.yzww, r2.x
    mad_pp r3.xyz, r7, r1.w, r6
    mad_pp r1.xyw, r9.xyzz, r1.y, r6.xyzz
    nrm_pp r4.xyz, r3
    dp3_sat_pp r2.w, r10, r4
    pow_pp r3.x, r2.w, c22.z
    mad_pp r0.yzw, r3.x, r0, r2.xxyz
    nrm_pp r2.xyz, r1.xyww
    dp3_sat_pp r1.x, r10, r2
    pow_pp r2.x, r1.x, c22.z
    mad_pp r0.yzw, r2.x, r8.xxyz, r0
    mad_pp r0.yzw, r0, c22.w, r5.xxyz
    mad_sat_pp r1.x, v4.z, c21.x, c21.x
    mul_pp r1.x, r1.x, r1.x
    lrp_pp r2.x, r1.x, r1.z, c19.w
    mul_pp r0.x, r0.x, r2.x
    mad_pp r0.xyz, c19, r0.x, r0.yzww
    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 103 instruction slots used (5 texture, 98 arithmetic)
 

