//
// Generated by Microsoft (R) D3DX9 Shader Compiler 
//
// Parameters:
//
//   float AliveSpecularBrightness;
//   float AliveSpecularPower;
//   float4 Ambient;
//   float DeadSpecularBrightness;
//   float DeadSpecularPower;
//   float3 SpecularColor;
//   float TransitionWeight;
//   float4 fogColor;
//   float globalOpacity;
//   
//   struct
//   {
//       float4 worldVector;
//       float4 color;
//       float4 channelMask;
//
//   } lights[4];
//   
//   sampler2D mtbSampleSlot1;
//   sampler2D mtbSampleSlot2;
//   sampler2D mtbSampleSlot3;
//   sampler2D mtbSampleSlot4;
//   float4 nvidiaHack;
//   sampler2D s_shadowMask;
//   float sceneDepthAlphaMask;
//   row_major float4x4 screenToWorld;
//   float3 worldEyePos;
//
//
// Registers:
//
//   Name                    Reg   Size
//   ----------------------- ----- ----
//   lights                  c0      12
//   screenToWorld           c12      4
//   fogColor                c16      1
//   sceneDepthAlphaMask     c17      1
//   globalOpacity           c18      1
//   AliveSpecularPower      c19      1
//   DeadSpecularPower       c20      1
//   AliveSpecularBrightness c21      1
//   DeadSpecularBrightness  c22      1
//   SpecularColor           c23      1
//   TransitionWeight        c24      1
//   Ambient                 c25      1
//   worldEyePos             c26      1
//   nvidiaHack              c31      1
//   mtbSampleSlot1          s0       1
//   mtbSampleSlot2          s1       1
//   mtbSampleSlot3          s2       1
//   mtbSampleSlot4          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 };
//     c9   = { 0, 0, 0, 0 };
//     c10  = { 0, 0, 0, 0 };
//     c11  = { 0, 0, 0, 0 };
//
//   screenToWorld
//     c12  = { 0, 0, 0, 0 };
//     c13  = { 0, 0, 0, 0 };
//     c14  = { 0, 0, 0, 0 };
//     c15  = { 0, 0, 0, 0 };
//
//   fogColor
//     c16  = { 0, 0, 0, 0 };
//
//   sceneDepthAlphaMask
//     c17  = { 0, 0, 0, 0 };
//
//   globalOpacity
//     c18  = { 0, 0, 0, 0 };
//
//   AliveSpecularPower
//     c19  = { 0, 0, 0, 0 };
//
//   DeadSpecularPower
//     c20  = { 0, 0, 0, 0 };
//
//   AliveSpecularBrightness
//     c21  = { 0, 0, 0, 0 };
//
//   DeadSpecularBrightness
//     c22  = { 0, 0, 0, 0 };
//
//   SpecularColor
//     c23  = { 0, 0, 0, 0 };
//
//   TransitionWeight
//     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, 2, -1, 1.00100005, 1
    def c28, 1.00000001e-007, 0.5, -0.5, 0
  dcl_texcoord8 v9.x
    dcl_texcoord v0.xy
    dcl_texcoord6 v1
    dcl_texcoord7 v2.w
    dcl_texcoord3_pp v3
    dcl_texcoord4_pp v4
    dcl_texcoord5_pp v5
    dcl_color v6.y
    dcl_2d s0
    dcl_2d s1
    dcl_2d s2
    dcl_2d s3
    dcl_2d s4
    mul r0.xyz, c13, v1.y
    mad r0.xyz, v9.x, c12, r0
    mad r0.xyz, v1.w, c14, r0
    add r0.xyz, r0, c15
    add r1.xyz, -r0, c26
    nrm_pp r2.xyz, r1
    texld_pp r1, v0, s2
    mad_pp r1.xyz, r1, c27.x, c27.y
    mul_pp r3.xyz, r1.y, v4
    mad_pp r3.xyz, r1.x, v3, r3
    mad_pp r3.xyz, r1.z, v5, r3
    dp3 r0.w, v5, r1
    nrm_pp r1.xyz, r3
    dp3_pp r1.w, r2, r1
    add_pp r1.w, r1.w, r1.w
    mad_pp r2.xyz, r1, -r1.w, r2
    mad r3.xyz, r0, -c0.w, c0
    nrm_pp r4.xyz, r3
    dp3_sat_pp r1.w, r4, -r2
    dp3_sat_pp r2.w, r4, r1
    mov r3.xzw, c27
    mul_pp r3.y, r3.z, c19.x
    mad_pp r3.z, c20.x, r3.z, -r3.y
    mad_pp r3.y, c24.x, r3.z, r3.y
    add_pp r3.y, r3.y, c28.x
    pow_pp r4.x, r1.w, r3.y
    mad r4.yzw, r0.xxyz, -c3.w, c3.xxyz
    nrm_pp r5.xyz, r4.yzww
    dp3_sat_pp r1.w, r5, -r2
    dp3_sat_pp r3.z, r5, r1
    pow_pp r4.y, r1.w, r3.y
    texldp_pp r5, v1, s4
    dp4_sat_pp r1.w, r5, c5
    add_pp r1.w, -r1.w, c27.w
    mul_sat_pp r1.w, r1.w, v5.w
    mul_pp r6.xyz, r1.w, c4
    mul_pp r4.yzw, r4.y, r6.xxyz
    mul_pp r6.xyz, r3.z, r6
    dp4_sat_pp r1.w, r5, c2
    add_pp r1.w, -r1.w, c27.w
    mul_sat_pp r1.w, r1.w, v4.w
    mul_pp r7.xyz, r1.w, c1
    mad_pp r4.xyz, r4.x, r7, r4.yzww
    mad_pp r6.xyz, r2.w, r7, r6
    mad r7.xyz, r0, -c6.w, c6
    mad r0.xyz, r0, -c9.w, c9
    nrm_pp r8.xyz, r7
    dp3_sat_pp r1.w, r8, -r2
    dp3_sat_pp r2.w, r8, r1
    pow_pp r4.w, r1.w, r3.y
    dp4_sat_pp r1.w, r5, c8
    dp4_sat_pp r3.z, r5, c11
    add_pp r1.w, -r1.w, c27.w
    mul_sat_pp r1.w, r1.w, v3.w
    mul_pp r5.xyz, r1.w, c7
    mad_pp r4.xyz, r4.w, r5, r4
    mad_pp r5.xyz, r2.w, r5, r6
    nrm_pp r6.xyz, r0
    dp3_sat_pp r0.x, r6, -r2
    dp3_sat_pp r0.y, r6, r1
    pow_pp r1.x, r0.x, r3.y
    add_pp r0.x, -r3.z, c27.w
    mul_sat_pp r0.x, r0.x, v6.y
    mul_pp r1.yzw, r0.x, c10.xxyz
    mad_pp r2.xyz, r1.x, r1.yzww, r4
    mad_pp r0.xyz, r0.y, r1.yzww, r5
    mov_pp r1.x, c21.x
    add_pp r1.y, -r1.x, c22.x
    mad_pp r1.x, c24.x, r1.y, r1.x
    mul_pp r1.xyz, r1.x, c23
    texld_pp r4, v0, s3
    mad r1.w, c24.x, r3.x, r4.x
    add_sat_pp r1.w, r1.w, c27.y
    texld_pp r4, v0, s0
    mad_pp r3.xyz, r1.w, -r4, r4
    mul_pp r0.xyz, r0, r3
    mad_pp r0.xyz, r1, r2, r0
    mad_sat_pp r0.w, r0.w, c28.y, c28.y
    mul_pp r0.w, r0.w, r0.w
    lrp_pp r1.x, r0.w, r3.w, c25.w
    mul_pp r1.xyz, r3, r1.x
    mad_pp r0.xyz, c25, r1, r0
    add_pp r1.xyz, -r0, c16
    mad_pp oC0.xyz, v1.z, r1, r0
    mul r0.x, c18.x, v2.w
    texld_pp r1, v0, s1
    lrp_pp r0.y, c24.x, r1.x, r1.y
    mad_pp r0.x, r0.y, r0.x, c31.x
    add r1, r0.y, c28.z
    add r0.y, -r0.x, v1.w
    mad_pp oC0.w, c17.x, r0.y, r0.x
    texkill r1

// approximately 112 instruction slots used (5 texture, 107 arithmetic)
 

