//
// Generated by Microsoft (R) D3DX9 Shader Compiler 
//
// Parameters:
//
//   float4 Ambient;
//   sampler2D Texture2D_0;
//   sampler2D Texture2D_1;
//   sampler2D Texture2D_2;
//   sampler2D Texture2D_3;
//   sampler2D Texture2D_4;
//   sampler2D Texture2D_5;
//   float UniformScalar_0;
//   float UniformScalar_1;
//   float UniformScalar_2;
//   float UniformScalar_3;
//   float UniformScalar_4;
//   float4 fogColor;
//   float globalOpacity;
//   
//   struct
//   {
//       float4 worldVector;
//       float4 color;
//       float4 channelMask;
//
//   } lights[3];
//   
//   float4 nvidiaHack;
//   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
//   UniformScalar_0     c16      1
//   UniformScalar_1     c17      1
//   UniformScalar_2     c18      1
//   UniformScalar_3     c19      1
//   UniformScalar_4     c20      1
//   Ambient             c21      1
//   worldEyePos         c22      1
//   nvidiaHack          c31      1
//   Texture2D_0         s0       1
//   Texture2D_1         s1       1
//   Texture2D_2         s2       1
//   Texture2D_3         s3       1
//   Texture2D_4         s4       1
//   Texture2D_5         s5       1
//   s_shadowMask        s6       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 };
//
//   UniformScalar_0
//     c16  = { 0, 0, 0, 0 };
//
//   UniformScalar_1
//     c17  = { 0, 0, 0, 0 };
//
//   UniformScalar_2
//     c18  = { 0, 0, 0, 0 };
//
//   UniformScalar_3
//     c19  = { 0, 0, 0, 0 };
//
//   UniformScalar_4
//     c20  = { 0, 0, 0, 0 };
//
//   Ambient
//     c21  = { 0, 0, 0, 0 };
//
//   worldEyePos
//     c22  = { 0, 0, 0, 0 };
//
//   nvidiaHack
//     c31  = { 0, 0, 0, 0 };
//

    ps_3_0
    def c23, 0.0500000007, -0.0250000004, 2, -1
    def c24, 0.899999976, 0.5, 0.200000003, 0
    def c25, 80, 3, 4, 1.00000001e-007
  dcl_texcoord8 v9.x
    dcl_texcoord6 v0
    dcl_texcoord7 v1
    dcl_texcoord3_pp v2
    dcl_texcoord4_pp v3
    dcl_texcoord5_pp v4
    dcl_texcoord1 v5.xy
    dcl_2d s0
    dcl_2d s1
    dcl_2d s2
    dcl_2d s3
    dcl_2d s4
    dcl_2d s5
    dcl_2d s6
    mul r0.xy, c25.z, v5
    texld r0, r0, s5
    dp3 r0.w, v1, v1
    rsq r0.w, r0.w
    mul r1.xy, r0.w, v1
    texld r2, v5, s0
    mad r0.w, r2.w, c23.x, c23.y
    mad r1.xy, r0.w, r1, v5
    texld r2, r1, s4
    texld_pp r1, r1, s1
    lrp r3.xyz, c18.x, r0, r2
    mul_pp r0.xyz, r3, c19.x
    mul r3.xy, c25.y, v5
    texld r3, r3, s3
    add r3.xyz, r3, c23.w
    mov r0.w, c23.w
    mad r3.xyz, c16.x, r3, -r0.w
    add r4.xyz, -r3, c24
    mad r3.xyz, c17.x, r4, r3
    mul r2.xyz, r2, r3
    mul r3.xy, c25.x, v5
    texld r3, r3, s2
    mul_pp r2.xyz, r2, r3
    mad_pp r1.xyz, r1.wyzw, c23.z, c23.w
    mul_pp r3.xyz, r1.y, v3
    mad_pp r3.xyz, r1.x, v2, r3
    mad_pp r3.xyz, r1.z, v4, r3
    dp3 r1.x, v4, r1
    nrm_pp r4.xyz, r3
    mul r1.yzw, c10.xxyz, v0.y
    mad r1.yzw, v9.x, c9.xxyz, r1
    mad r1.yzw, v0.w, c11.xxyz, r1
    add r1.yzw, r1, c12.xxyz
    mad r3.xyz, r1.yzww, -c0.w, c0
    dp3 r2.w, r3, r3
    rsq r2.w, r2.w
    mul_pp r5.xyz, r3, r2.w
    dp3_sat_pp r3.w, r5, r4
    mad r5.xyz, r1.yzww, -c3.w, c3
    dp3 r4.w, r5, r5
    rsq r4.w, r4.w
    mul_pp r6.xyz, r5, r4.w
    dp3_sat_pp r5.w, r6, r4
    texldp_pp r6, v0, s6
    dp4_sat_pp r7.x, r6, c5
    add_pp r7.x, -r7.x, -c23.w
    mul_sat_pp r7.x, r7.x, v4.w
    mul_pp r7.xyz, r7.x, c4
    mul_pp r8.xyz, r5.w, r7
    dp4_sat_pp r5.w, r6, c2
    dp4_sat_pp r6.x, r6, c8
    add_pp r5.w, -r5.w, -c23.w
    mul_sat_pp r5.w, r5.w, v3.w
    mul_pp r6.yzw, r5.w, c1.xxyz
    mad_pp r8.xyz, r3.w, r6.yzww, r8
    mad r9.xyz, r1.yzww, -c6.w, c6
    add r1.yzw, -r1, c22.xxyz
    dp3 r3.w, r9, r9
    rsq r3.w, r3.w
    mul_pp r10.xyz, r9, r3.w
    dp3_sat_pp r5.w, r10, r4
    nrm_pp r10.xyz, r4
    add_pp r4.x, -r6.x, -c23.w
    mul_sat_pp r4.x, r4.x, v2.w
    mul_pp r4.xyz, r4.x, c7
    mad_pp r8.xyz, r5.w, r4, r8
    mul_pp r8.xyz, r2, r8
    nrm_pp r11.xyz, r1.yzww
    mad_pp r1.yzw, r5.xxyz, r4.w, r11.xxyz
    nrm_pp r5.xyz, r1.yzww
    dp3_sat_pp r1.y, r10, r5
    mov r1.w, c25.w
    add_pp r1.z, r1.w, c20.x
    pow_pp r4.w, r1.y, r1.z
    mul_pp r5.xyz, r7, r4.w
    mad_pp r3.xyz, r3, r2.w, r11
    mad_pp r7.xyz, r9, r3.w, r11
    nrm_pp r9.xyz, r3
    dp3_sat_pp r1.y, r10, r9
    pow_pp r2.w, r1.y, r1.z
    mad_pp r3.xyz, r2.w, r6.yzww, r5
    nrm_pp r5.xyz, r7
    dp3_sat_pp r1.y, r10, r5
    pow_pp r2.w, r1.y, r1.z
    mad_pp r1.yzw, r2.w, r4.xxyz, r3.xxyz
    mad_pp r0.xyz, r0, r1.yzww, r8
    mad_sat_pp r1.x, r1.x, c24.y, c24.y
    mul_pp r1.x, r1.x, r1.x
    lrp_pp r2.w, r1.x, -r0.w, c21.w
    mul_pp r1.xyz, r2, r2.w
    mad_pp r0.xyz, c21, r1, r0
    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 115 instruction slots used (7 texture, 108 arithmetic)
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