//
// Generated by Microsoft (R) D3DX9 Shader Compiler 
//
// Parameters:
//
//   sampler2D Texture2D_0;
//   sampler2D Texture2D_1;
//   sampler2D Texture2D_2;
//   float UniformScalar_22;
//   float4 UniformVector_0;
//   float4 UniformVector_1;
//   float4 UniformVector_2;
//   float4 UniformVector_3;
//   float4 UniformVector_4;
//   float4 UniformVector_5;
//   float distortionBufferScale;
//   float4 fogColor;
//   float globalOpacity;
//   
//   struct
//   {
//       float4 worldVector;
//       float4 color;
//       float4 channelMask;
//
//   } lights[3];
//   
//   float4 nvidiaHack;
//   sampler2D s_distortion;
//   sampler2D s_distortion2;
//   sampler2D s_shadowMask;
//   samplerCUBE s_specular_cubemap;
//   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
//   distortionBufferScale c16      1
//   UniformVector_0       c17      1
//   UniformVector_1       c18      1
//   UniformVector_2       c19      1
//   UniformVector_3       c20      1
//   UniformVector_4       c21      1
//   UniformVector_5       c22      1
//   UniformScalar_22      c23      1
//   worldEyePos           c24      1
//   nvidiaHack            c31      1
//   s_distortion          s0       1
//   s_distortion2         s1       1
//   Texture2D_0           s2       1
//   Texture2D_1           s3       1
//   Texture2D_2           s4       1
//   s_specular_cubemap    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 };
//
//   distortionBufferScale
//     c16  = { 0, 0, 0, 0 };
//
//   UniformVector_0
//     c17  = { 0, 0, 0, 0 };
//
//   UniformVector_1
//     c18  = { 0, 0, 0, 0 };
//
//   UniformVector_2
//     c19  = { 0, 0, 0, 0 };
//
//   UniformVector_3
//     c20  = { 0, 0, 0, 0 };
//
//   UniformVector_4
//     c21  = { 0, 0, 0, 0 };
//
//   UniformVector_5
//     c22  = { 0, 0, 0, 0 };
//
//   UniformScalar_22
//     c23  = { 0, 0, 0, 0 };
//
//   worldEyePos
//     c24  = { 0, 0, 0, 0 };
//
//   nvidiaHack
//     c31  = { 0, 0, 0, 0 };
//

    ps_3_0
    def c25, 1, 300, 0.300000012, 0.114285715
    def c26, 0, 2, 16, 1
    def c27, 4, 3, 7, 10
    def c28, 0.5, -1, -0.524999976, -1.02499998
    def c29, 6, 0.200000003, 0, -0.0399999991
    def c30, 0.200000003, -0.0500000007, 1.5, 0
    def c32, -2, 20, 0, 0
    def c33, 2.20000005, 0.5, 0.200000003, -0.200000003
  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_cube s5
    dcl_2d s6
    mul r0.xyz, c10, v0.y
    mad r0.xyz, v9.x, c9, r0
    mad r0.xyz, v0.w, c11, r0
    add r0.xyz, r0, c12
    mad r1.xyz, r0, -c3.w, c3
    dp3 r0.w, r1, r1
    rsq r0.w, r0.w
    add r2.xyz, -r0, c24
    nrm_pp r3.xyz, r2
    mad_pp r1.xyz, r1, r0.w, r3
    nrm_pp r2.xyz, r1
    nrm_pp r1.xyz, v4
    nrm_pp r4.xyz, r1
    dp3_sat_pp r0.w, r4, r2
    pow_pp r1.x, r0.w, c25.y
    texldp_pp r2, v0, s6
    dp4_sat_pp r0.w, r2, c5
    add_pp r0.w, -r0.w, c25.x
    mul_sat_pp r0.w, r0.w, v4.w
    mul_pp r1.yzw, r0.w, c4.xxyz
    mul_pp r1.xyz, r1.x, r1.yzww
    mad r5.xyz, r0, -c0.w, c0
    mad r0.xyz, r0, -c6.w, c6
    dp3 r0.w, r5, r5
    rsq r0.w, r0.w
    mad_pp r5.xyz, r5, r0.w, r3
    nrm_pp r6.xyz, r5
    dp3_sat_pp r0.w, r4, r6
    pow_pp r1.w, r0.w, c25.y
    dp4_sat_pp r0.w, r2, c2
    dp4_sat_pp r2.x, r2, c8
    add_pp r0.w, -r0.w, c25.x
    mul_sat_pp r0.w, r0.w, v3.w
    mul_pp r2.yzw, r0.w, c1.xxyz
    mad_pp r1.xyz, r1.w, r2.yzww, r1
    dp3 r0.w, r0, r0
    rsq r0.w, r0.w
    mad_pp r0.xyz, r0, r0.w, r3
    nrm_pp r3.xyz, r0
    dp3_sat_pp r0.x, r4, r3
    pow_pp r1.w, r0.x, c25.y
    add_pp r0.x, -r2.x, c25.x
    mul_sat_pp r0.x, r0.x, v2.w
    mul_pp r0.xyz, r0.x, c7
    mad_pp r0.xyz, r1.w, r0, r1
    mad r1.xyz, v1.z, c26.xxyw, -v1
    mul r2.xyz, r1.y, v3
    mad r1.xyw, r1.x, v2.xyzz, r2.xyzz
    mad r1.xyz, r1.z, v4, r1.xyww
    mov r1.w, c25.w
    texldl_pp r1, r1, s5
    mad_pp r0.w, r1.w, c26.z, c26.w
    pow_pp r1.w, r0_abs.w, c33.x
    mul_pp r1.xyz, r1, r1.w
    mul r2.xy, c29.x, v5
    texld r2, r2, s3
    mad r2.y, r2.x, c29.y, v5.y
    mov r2.x, v5.x
    add r2.xy, r2, c29.zwzw
    texld r2, r2, s3
    add r0.w, -r2.y, c25.x
    mul_pp r1.w, r2.x, r0.w
    mul_pp r2.x, r1.w, c25.z
    mul_pp r1.xyz, r1, r2.x
    mad_pp r0.xyz, r1.w, r0, r1
    mul r1.x, r0.w, r0.w
    mul r1.x, r1.x, r1.x
    mul r0.w, r0.w, r1.x
    mov r1.y, c33.y
    mad r1.xy, v5, r1.y, c20
    mov r2.xz, c25
    mad r1.zw, v5.xyxy, r2.z, c19.xyxy
    texld r3, r1.zwzw, s2
    mad r1.xy, r3.y, c33.zwzw, r1
    texld r1, r1, s2
    add_sat r1.x, r3.z, r1.z
    mad r1.y, r1.x, c28.x, c28.y
    mad r1.y, r0.w, r1.y, c25.x
    mul r3, c27, v5.xyxy
    nrm r4.xyz, v1
    mad r3, r4.xyxy, c28.zzww, r3
    max r1.z, r4.z, c29.z
    add r3, r3, c21.xyxy
    add r2.zw, r3, c22.xyxy
    mad r3.xy, r1.x, c30, r3
    mad r2.zw, r1.x, c30.xyxy, r2
    mad r1.x, r1.x, -c28_abs.x, c28_abs.y
    texld r4, r2.zwzw, s4
    texld r3, r3, s4
    add r2.zw, r4.xyyx, r3.xyyx
    lrp_sat r3.x, r2.z, c30.z, r1.y
    add r1.x, r1.x, r2.w
    mov r4.xyz, c17
    add r3.yzw, -r4.xxyz, c18.xxyz
    mad r3.yzw, r3.x, r3, c17.xxyz
    add r1.y, -r1.z, c25.x
    pow r2.z, r1.y, c25.z
    mad r1.yzw, r2.z, -r3, r3
    mad_pp r0.xyz, r0.w, r1.yzww, r0
    lrp_pp r1.yzw, v0.z, c13.xxyz, r0.xxyz
    mul r0.x, r1.x, c27.w
    mad r0.x, r2.y, -c27.w, r0.x
    mad_pp r0.xy, r0.x, c32.x, c32.y
    mov r0.zw, c29.z
    add r0, r0, v0
    mul r1.x, r0.w, c16.x
    min r4.xy, r1.x, r0
    mov r4.zw, r0
    texldp_pp r0, r4, s0
    texldp_pp r4, r4, s1
    mad_pp r0.xyz, r0, r4.w, r4
    add_pp r1.xyz, r1.yzww, -r0
    lrp_pp r0.w, r3.x, r2.x, c23.x
    mul r1.w, c15.x, v1.w
    mad_pp r0.w, r0.w, r1.w, c31.x
    mad_pp oC0.xyz, r0.w, r1, r0
    mul_pp oC0.w, c14.x, v0.w

// approximately 142 instruction slots used (11 texture, 131 arithmetic)
 

