//
// Generated by Microsoft (R) D3DX9 Shader Compiler 
//
// Parameters:
//
//   float4 Ambient;
//   float depthFogAmount;
//   float4 depthFogColor;
//   float depthFogFarDistance;
//   float depthFogNearDistance;
//   float depthTintAmount;
//   float4 depthTintColor;
//   float depthTintFarDistance;
//   float depthTintNearDistance;
//   float3 diffuseColor;
//   float distortionBufferScale;
//   float distortionStrength;
//   float4 fogColor;
//   
//   struct
//   {
//       float4 worldVector;
//       float4 color;
//       float4 channelMask;
//
//   } lights[5];
//   
//   sampler2D mtbSampleSlot1;
//   sampler2D mtbSampleSlot2;
//   float normalMapBias;
//   float4 nvidiaHack;
//   sampler2D s_distortion;
//   sampler2D s_distortion2;
//   sampler2D s_sceneDepth;
//   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
//   distortionBufferScale c21      1
//   specularPower         c22      1
//   normalMapBias         c23      1
//   distortionStrength    c24      1
//   specularColor         c25      1
//   diffuseColor          c26      1
//   depthTintColor        c27      1
//   depthTintNearDistance c28      1
//   depthTintFarDistance  c29      1
//   depthTintAmount       c30      1
//   nvidiaHack            c31      1
//   depthFogColor         c32      1
//   depthFogNearDistance  c33      1
//   depthFogFarDistance   c34      1
//   depthFogAmount        c35      1
//   Ambient               c36      1
//   worldEyePos           c37      1
//   s_distortion          s0       1
//   s_distortion2         s1       1
//   s_sceneDepth          s2       1
//   mtbSampleSlot1        s3       1
//   mtbSampleSlot2        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 };
//
//   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 };
//
//   distortionBufferScale
//     c21  = { 0, 0, 0, 0 };
//
//   specularPower
//     c22  = { 0, 0, 0, 0 };
//
//   normalMapBias
//     c23  = { 0, 0, 0, 0 };
//
//   distortionStrength
//     c24  = { 0, 0, 0, 0 };
//
//   specularColor
//     c25  = { 0, 0, 0, 0 };
//
//   diffuseColor
//     c26  = { 0, 0, 0, 0 };
//
//   depthTintColor
//     c27  = { 0, 0, 0, 0 };
//
//   depthTintNearDistance
//     c28  = { 0, 0, 0, 0 };
//
//   depthTintFarDistance
//     c29  = { 0, 0, 0, 0 };
//
//   depthTintAmount
//     c30  = { 0, 0, 0, 0 };
//
//   nvidiaHack
//     c31  = { 0, 0, 0, 0 };
//
//   depthFogColor
//     c32  = { 0, 0, 0, 0 };
//
//   depthFogNearDistance
//     c33  = { 0, 0, 0, 0 };
//
//   depthFogFarDistance
//     c34  = { 0, 0, 0, 0 };
//
//   depthFogAmount
//     c35  = { 0, 0, 0, 0 };
//
//   Ambient
//     c36  = { 0, 0, 0, 0 };
//
//   worldEyePos
//     c37  = { 0, 0, 0, 0 };
//

    ps_3_0
    def c38, 0.00100000005, 1, 1.00000001e-007, 0.5
    def c39, 10, 2, -1, 0
  dcl_texcoord8 v9.x
    dcl_texcoord v0.xy
    dcl_texcoord1 v1
    dcl_texcoord6 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
    dcl_2d s3
    dcl_2d s4
    dcl_2d s5
    texldp_pp r0, v2, s5
    dp4_sat_pp r1.x, r0, c2
    add_pp r1.x, -r1.x, c38.y
    mul_sat_pp r1.x, r1.x, v4.w
    mul_pp r1.xyz, r1.x, c1
    dp4_sat_pp r1.w, r0, c5
    add_pp r1.w, -r1.w, c38.y
    mul_sat_pp r1.w, r1.w, v5.w
    mul_pp r2.xyz, r1.w, c4
    mul r3.xyz, c16, v2.y
    mad r3.xyz, v9.x, c15, r3
    mad r3.xyz, v2.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, c37
    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
    mul_pp r5.xyz, c38.x, v4
    mad_pp r5.xyz, v3, c38.x, r5
    add_pp r5.xyz, r5, v5
    nrm_pp r8.xyz, r5
    nrm_pp r5.xyz, r8
    dp3_sat_pp r1.w, r5, r7
    mov r7.yz, c38
    add_pp r2.w, r7.z, c22.x
    pow_pp r3.w, r1.w, r2.w
    mul_pp r7.xzw, r2.xyyz, r3.w
    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, r5, r11
    pow_pp r3.w, r1.w, r2.w
    mad_pp r7.xzw, r3.w, r1.xyyz, r7
    dp4_sat_pp r1.w, r0, c8
    add_pp r1.w, -r1.w, c38.y
    mul_sat_pp r1.w, r1.w, v3.w
    mul_pp r10.xyz, r1.w, c7
    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, r5, r13
    pow_pp r3.w, r1.w, r2.w
    mad_pp r7.xzw, r3.w, r10.xyyz, r7
    dp4_sat_pp r1.w, r0, c11
    dp4_sat_pp r0.x, r0, c14
    add_pp r0.y, -r1.w, c38.y
    mul_sat_pp r0.y, r0.y, v6.y
    mul_pp r0.yzw, r0.y, c10.xxyz
    mad r12.xyz, r3, -c9.w, c9
    mad r3.xyz, r3, -c12.w, c12
    dp3 r1.w, r12, r12
    rsq r1.w, r1.w
    mad_pp r13.xyz, r12, r1.w, r6
    mul_pp r12.xyz, r12, r1.w
    nrm_pp r14.xyz, r13
    dp3_sat_pp r1.w, r5, r14
    pow_pp r3.w, r1.w, r2.w
    mad_pp r7.xzw, r3.w, r0.yyzw, r7
    add_pp r0.x, -r0.x, c38.y
    mul_sat_pp r0.x, r0.x, v6.z
    mul_pp r13.xyz, r0.x, c13
    dp3 r0.x, r3, r3
    rsq r0.x, r0.x
    mad_pp r6.xyz, r3, r0.x, r6
    mul_pp r3.xyz, r3, r0.x
    nrm_pp r14.xyz, r6
    dp3_sat_pp r0.x, r5, r14
    pow_pp r1.w, r0.x, r2.w
    mad_pp r5.xyz, r1.w, r13, r7.xzww
    dp3_sat_pp r0.x, r4, r8
    mul_pp r2.xyz, r2, r0.x
    dp3_sat_pp r0.x, r9, r8
    mad_pp r1.xyz, r0.x, r1, r2
    dp3_sat_pp r0.x, r11, r8
    mad_pp r1.xyz, r0.x, r10, r1
    dp3_sat_pp r0.x, r12, r8
    dp3_sat_pp r1.w, r3, r8
    mad_pp r0.xyz, r0.x, r0.yzww, r1
    mad_pp r0.xyz, r1.w, r13, r0
    texld_pp r1, v0, s3
    mul_pp r1.xyz, r1, c26
    mul_pp r0.xyz, r0, r1
    mad_pp r0.xyz, c25, r5, r0
    dp3 r0.w, v5, c38.xxyw
    mad_sat_pp r0.w, r0.w, c38.w, c38.w
    mul_pp r0.w, r0.w, r0.w
    lrp_pp r1.w, r0.w, r7.y, c36.w
    mul_pp r1.xyz, r1, r1.w
    mul_pp r2.xyz, r1, c36
    mov_pp r3.xyz, c36
    mad_pp r1.xyz, r3, -r1, c19
    mad_pp r1.xyz, v2.z, r1, r2
    texld_pp r2, v1.zwzw, s4
    mad_pp r2.xy, r2.wyzw, c39.y, c39.z
    add_pp r2.zw, -r2.xyxy, c38.x
    mad_pp r2.xy, c23.x, r2.zwzw, r2
    mov_pp r3.x, c39.x
    mul_pp r0.w, r3.x, c24.x
    mul_pp r2.xy, r2, r0.w
    mov r2.zw, c39.w
    add r3, -r2, v2
    texldp r3, r3, s2
    add_sat r0.w, r3.w, -v2.w
    mad r2, r0.w, -r2, v2
    mul r0.w, r2.w, c21.x
    min r3.xy, r0.w, r2
    mov r3.zw, r2
    texldp_pp r2, r3, s0
    texldp_pp r4, r3, s1
    texldp_pp r3, r3, s2
    mad_pp r2.xyz, r2, r4.w, r4
    texld_pp r4, v1, s3
    lrp_pp r3.xyz, r4.w, r1, r2
    mad r1.xyz, r3, c27, -r3
    add r0.w, r3.w, -c28.x
    add r1.w, r3.w, -c33.x
    rcp r2.x, c29.x
    mul_sat_pp r0.w, r0.w, r2.x
    mul r0.w, r0.w, c30.x
    mad_pp r1.xyz, r0.w, r1, r3
    rcp r0.w, c34.x
    mul_sat_pp r0.w, r1.w, r0.w
    mul r0.w, r0.w, c35.x
    lrp_pp r2.xyz, r0.w, c32, r1
    add_pp oC0.xyz, r0, r2
    add r0.x, -c31.x, v2.w
    mov_pp r1.x, c31.x
    mad_pp oC0.w, c20.x, r0.x, r1.x

// approximately 164 instruction slots used (8 texture, 156 arithmetic)
 

