//
// Generated by Microsoft (R) D3DX9 Shader Compiler 
//
// Parameters:
//
//   sampler2D Texture2D_0;
//   sampler2D Texture2D_2;
//   sampler2D Texture2D_3;
//   sampler2D Texture2D_4;
//   sampler2D Texture2D_5;
//   float UniformScalar_1;
//   float UniformScalar_2;
//   float UniformScalar_3;
//   float UniformScalar_5;
//   float4 UniformVector_0;
//   float4 UniformVector_1;
//   float4 UniformVector_3;
//   float4 fogColor;
//   float globalOpacity;
//   
//   struct
//   {
//       float4 worldVector;
//       float4 color;
//       float4 channelMask;
//
//   } lights[4];
//   
//   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
//   UniformVector_0     c19      1
//   UniformVector_1     c20      1
//   UniformVector_3     c21      1
//   UniformScalar_1     c22      1
//   UniformScalar_2     c23      1
//   UniformScalar_3     c24      1
//   UniformScalar_5     c25      1
//   worldEyePos         c26      1
//   nvidiaHack          c31      1
//   Texture2D_0         s0       1
//   Texture2D_2         s1       1
//   Texture2D_3         s2       1
//   Texture2D_4         s3       1
//   Texture2D_5         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 };
//
//   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 };
//
//   UniformVector_0
//     c19  = { 0, 0, 0, 0 };
//
//   UniformVector_1
//     c20  = { 0, 0, 0, 0 };
//
//   UniformVector_3
//     c21  = { 0, 0, 0, 0 };
//
//   UniformScalar_1
//     c22  = { 0, 0, 0, 0 };
//
//   UniformScalar_2
//     c23  = { 0, 0, 0, 0 };
//
//   UniformScalar_3
//     c24  = { 0, 0, 0, 0 };
//
//   UniformScalar_5
//     c25  = { 0, 0, 0, 0 };
//
//   worldEyePos
//     c26  = { 0, 0, 0, 0 };
//
//   nvidiaHack
//     c31  = { 0, 0, 0, 0 };
//

    ps_3_0
    def c27, -2, 3, 1.00000001e-007, 0
    def c28, 2, -1, -0.699999988, 1
  dcl_texcoord8 v9.x
    dcl_texcoord6 v0
    dcl_texcoord7 v1
    dcl_texcoord3_pp v2
    dcl_texcoord4_pp v3
    dcl_texcoord5_pp v4
    dcl_color v5.y
    dcl_texcoord1 v6.xy
    dcl_2d s0
    dcl_2d s1
    dcl_2d s2
    dcl_2d s3
    dcl_2d s4
    dcl_2d s5
    texld r0, v6, s2
    mad r0.y, r0.x, -c28.z, c28.w
    mul r0.x, r0.x, c28.z
    rcp r0.y, r0.y
    mul_sat r0.x, -r0.x, r0.y
    mad r0.y, r0.x, c27.x, c27.y
    mul r0.x, r0.x, r0.x
    mul r0.x, r0.y, r0.x
    mov r1.xyz, c19
    add r0.yzw, -r1.xxyz, c20.xxyz
    mad r0.yzw, r0.x, r0, c19.xxyz
    mul r0.xyz, r0.x, r0.yzww
    mul r1.xyz, r0, r0
    texld r2, v6, s1
    mul r3.xyz, r1, r2
    mul r2.xyz, r2, r2
    mul r1.xyz, r1, r2
    add r1.xyz, r1, r1
    mad r1.xyz, r3, c28.x, -r1
    mad_pp r1.xyz, r2, r0, r1
    mul r2.xyz, c13, v0.y
    mad r2.xyz, v9.x, c12, r2
    mad r2.xyz, v0.w, c14, r2
    add r2.xyz, r2, c15
    mad r3.xyz, r2, -c3.w, c3
    dp3 r0.w, r3, r3
    rsq r0.w, r0.w
    mul_pp r4.xyz, r3, r0.w
    texld_pp r5, v6, s0
    mad_pp r5.xyz, r5.wyzw, c28.x, c28.y
    mul_pp r6.xyz, r5.y, v3
    mad_pp r6.xyz, r5.x, v2, r6
    mad_pp r6.xyz, r5.z, v4, r6
    nrm_pp r7.xyz, r6
    dp3_sat_pp r1.w, r4, r7
    texldp_pp r4, v0, s5
    dp4_sat_pp r2.w, r4, c5
    add_pp r2.w, -r2.w, c28.w
    mul_sat_pp r2.w, r2.w, v4.w
    mul_pp r6.xyz, r2.w, c4
    mul_pp r8.xyz, r1.w, r6
    mad r9.xyz, r2, -c0.w, c0
    dp3 r1.w, r9, r9
    rsq r1.w, r1.w
    mul_pp r10.xyz, r9, r1.w
    dp3_sat_pp r2.w, r10, r7
    dp4_sat_pp r3.w, r4, c2
    add_pp r3.w, -r3.w, c28.w
    mul_sat_pp r3.w, r3.w, v3.w
    mul_pp r10.xyz, r3.w, c1
    mad_pp r8.xyz, r2.w, r10, r8
    mad r11.xyz, r2, -c6.w, c6
    dp3 r2.w, r11, r11
    rsq r2.w, r2.w
    mul_pp r12.xyz, r11, r2.w
    dp3_sat_pp r3.w, r12, r7
    dp4_sat_pp r5.w, r4, c8
    dp4_sat_pp r4.x, r4, c11
    add_pp r4.y, -r5.w, c28.w
    mul_sat_pp r4.y, r4.y, v2.w
    mul_pp r4.yzw, r4.y, c7.xxyz
    mad_pp r8.xyz, r3.w, r4.yzww, r8
    mad r12.xyz, r2, -c9.w, c9
    add r2.xyz, -r2, c26
    dp3 r3.w, r12, r12
    rsq r3.w, r3.w
    mul_pp r13.xyz, r12, r3.w
    dp3_sat_pp r5.w, r13, r7
    nrm_pp r13.xyz, r7
    add_pp r4.x, -r4.x, c28.w
    mul_sat_pp r4.x, r4.x, v5.y
    mul_pp r7.xyz, r4.x, c10
    mad_pp r8.xyz, r5.w, r7, r8
    mul_pp r1.xyz, r1, r8
    mov r4.x, c24.x
    mul r8.xyz, r4.x, c21
    texld r14, v6, s3
    mul r8.xyz, r8, r14.y
    mul_pp r0.xyz, r0, r8
    nrm_pp r8.xyz, r2
    mad_pp r2.xyz, r3, r0.w, r8
    nrm_pp r3.xyz, r2
    dp3_sat_pp r0.w, r13, r3
    mov r2.z, c27.z
    add_pp r2.x, r2.z, c25.x
    pow_pp r3.x, r0.w, r2.x
    mul_pp r3.xyz, r6, r3.x
    mad_pp r6.xyz, r9, r1.w, r8
    nrm_pp r9.xyz, r6
    dp3_sat_pp r0.w, r13, r9
    pow_pp r1.w, r0.w, r2.x
    mad_pp r3.xyz, r1.w, r10, r3
    mad_pp r2.yzw, r11.xxyz, r2.w, r8.xxyz
    mad_pp r6.xyz, r12, r3.w, r8
    nrm_pp r8.xyz, r2.yzww
    dp3_sat_pp r0.w, r13, r8
    pow_pp r1.w, r0.w, r2.x
    mad_pp r2.yzw, r1.w, r4, r3.xxyz
    nrm_pp r3.xyz, r6
    dp3_sat_pp r0.w, r13, r3
    pow_pp r1.w, r0.w, r2.x
    mad_pp r2.xyz, r1.w, r7, r2.yzww
    mad_pp r0.xyz, r0, r2, r1
    nrm r1.xyz, v1
    dp3 r0.w, r5, r1
    add r0.w, -r0_abs.w, c28.w
    max r1.x, r0.w, c27.w
    pow r0.w, r1.x, c22.x
    mul r0.w, r0.w, c23.x
    mad_pp r0.xyz, r14.y, r0.w, r0
    add_pp r1.xyz, -r0, c16
    mad_pp oC0.xyz, v0.z, r1, r0
    texld_pp r0, v6, s4
    mul r0.y, c18.x, v1.w
    mad_pp r0.x, r0.x, r0.y, c31.x
    add r0.y, -r0.x, v0.w
    mad_pp oC0.w, c17.x, r0.y, r0.x

// approximately 143 instruction slots used (6 texture, 137 arithmetic)
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