//
// 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[5];
//   
//   float4 nvidiaHack;
//   sampler2D s_luminanceMap1;
//   sampler2D s_luminanceMap2;
//   sampler2D s_shadowMask;
//   float sceneDepthAlphaMask;
//   row_major float4x4 screenToWorld;
//   float3 worldEyePos;
//
//
// Registers:
//
//   Name                Reg   Size
//   ------------------- ----- ----
//   lights              c0      15
//   screenToWorld       c15      4
//   fogColor            c19      1
//   sceneDepthAlphaMask c20      1
//   globalOpacity       c21      1
//   UniformScalar_0     c22      1
//   UniformScalar_1     c23      1
//   UniformScalar_2     c24      1
//   UniformScalar_3     c25      1
//   UniformScalar_4     c26      1
//   Ambient             c27      1
//   worldEyePos         c28      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_luminanceMap1     s6       1
//   s_luminanceMap2     s7       1
//   s_shadowMask        s8       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 };
//
//   globalOpacity
//     c21  = { 0, 0, 0, 0 };
//
//   UniformScalar_0
//     c22  = { 0, 0, 0, 0 };
//
//   UniformScalar_1
//     c23  = { 0, 0, 0, 0 };
//
//   UniformScalar_2
//     c24  = { 0, 0, 0, 0 };
//
//   UniformScalar_3
//     c25  = { 0, 0, 0, 0 };
//
//   UniformScalar_4
//     c26  = { 0, 0, 0, 0 };
//
//   Ambient
//     c27  = { 0, 0, 0, 0 };
//
//   worldEyePos
//     c28  = { 0, 0, 0, 0 };
//
//   nvidiaHack
//     c31  = { 0, 0, 0, 0 };
//

    ps_3_0
    def c29, 0.0500000007, -0.0250000004, 2, -1
    def c30, 0.899999976, 0.5, 0.200000003, 0
    def c32, 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.xyz
    dcl_color v5.xy
    dcl_texcoord1 v6.xy
    dcl_2d s0
    dcl_2d s1
    dcl_2d s2
    dcl_2d s3
    dcl_2d s4
    dcl_2d s5
    dcl_2d s6
    dcl_2d s7
    dcl_2d s8
    mul r0.xy, c32.z, v6
    texld r0, r0, s5
    dp3 r0.w, v1, v1
    rsq r0.w, r0.w
    mul r1.xy, r0.w, v1
    texld r2, v6, s0
    mad r0.w, r2.w, c29.x, c29.y
    mad r1.xy, r0.w, r1, v6
    texld r2, r1, s4
    texld_pp r1, r1, s1
    lrp r3.xyz, c24.x, r0, r2
    mul_pp r0.xyz, r3, c25.x
    mul r3.xy, c32.y, v6
    texld r3, r3, s3
    add r3.xyz, r3, c29.w
    mov r0.w, c29.w
    mad r3.xyz, c22.x, r3, -r0.w
    add r4.xyz, -r3, c30
    mad r3.xyz, c23.x, r4, r3
    mul r2.xyz, r2, r3
    mul r3.xy, c32.x, v6
    texld r3, r3, s2
    mul_pp r2.xyz, r2, r3
    mad_pp r1.xyz, r1.wyzw, c29.z, c29.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, c16.xxyz, v0.y
    mad r1.yzw, v9.x, c15.xxyz, r1
    mad r1.yzw, v0.w, c17.xxyz, r1
    add r1.yzw, r1, c18.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
    mov_pp r6.x, v2.w
    mov_pp r6.y, v3.w
    texld_pp r6, r6, s6
    texldp_pp r7, v0, s8
    dp4_sat_pp r6.w, r7, c5
    add_pp r6.w, -r6.w, -c29.w
    mul_sat_pp r6.z, r6.z, r6.w
    mul_pp r8.xyz, r6.z, c4
    mul_pp r9.xyz, r5.w, r8
    dp4_sat_pp r5.w, r7, c2
    add_pp r5.w, -r5.w, -c29.w
    mul_sat_pp r5.w, r6.y, r5.w
    mul_pp r6.yzw, r5.w, c1.xxyz
    mad_pp r9.xyz, r3.w, r6.yzww, r9
    mad r10.xyz, r1.yzww, -c6.w, c6
    dp3 r3.w, r10, r10
    rsq r3.w, r3.w
    mul_pp r11.xyz, r10, r3.w
    dp3_sat_pp r5.w, r11, r4
    dp4_sat_pp r8.w, r7, c8
    add_pp r8.w, -r8.w, -c29.w
    mul_sat_pp r6.x, r6.x, r8.w
    mul_pp r11.xyz, r6.x, c7
    mad_pp r9.xyz, r5.w, r11, r9
    mad r12.xyz, r1.yzww, -c9.w, c9
    dp3 r5.w, r12, r12
    rsq r5.w, r5.w
    mul_pp r13.xyz, r12, r5.w
    dp3_sat_pp r6.x, r13, r4
    dp4_sat_pp r8.w, r7, c11
    dp4_sat_pp r7.x, r7, c14
    add_pp r7.y, -r8.w, -c29.w
    texld_pp r13, v5, s7
    mul_sat_pp r7.y, r7.y, r13.y
    mul_pp r7.yzw, r7.y, c10.xxyz
    mad_pp r9.xyz, r6.x, r7.yzww, r9
    mad r13.xyw, r1.yzzw, -c12.w, c12.xyzz
    add r1.yzw, -r1, c28.xxyz
    dp3 r6.x, r13.xyww, r13.xyww
    rsq r6.x, r6.x
    mul_pp r14.xyz, r13.xyww, r6.x
    dp3_sat_pp r8.w, r14, r4
    nrm_pp r14.xyz, r4
    add_pp r4.x, -r7.x, -c29.w
    mul_sat_pp r4.x, r13.z, r4.x
    mul_pp r4.xyz, r4.x, c13
    mad_pp r9.xyz, r8.w, r4, r9
    mul_pp r9.xyz, r2, r9
    nrm_pp r15.xyz, r1.yzww
    mad_pp r1.yzw, r5.xxyz, r4.w, r15.xxyz
    nrm_pp r5.xyz, r1.yzww
    dp3_sat_pp r1.y, r14, r5
    mov r1.w, c32.w
    add_pp r1.z, r1.w, c26.x
    pow_pp r4.w, r1.y, r1.z
    mul_pp r5.xyz, r8, r4.w
    mad_pp r3.xyz, r3, r2.w, r15
    nrm_pp r8.xyz, r3
    dp3_sat_pp r1.y, r14, r8
    pow_pp r2.w, r1.y, r1.z
    mad_pp r3.xyz, r2.w, r6.yzww, r5
    mad_pp r5.xyz, r10, r3.w, r15
    nrm_pp r8.xyz, r5
    dp3_sat_pp r1.y, r14, r8
    pow_pp r2.w, r1.y, r1.z
    mad_pp r3.xyz, r2.w, r11, r3
    mad_pp r5.xyz, r12, r5.w, r15
    mad_pp r6.xyz, r13.xyww, r6.x, r15
    nrm_pp r8.xyz, r5
    dp3_sat_pp r1.y, r14, r8
    pow_pp r2.w, r1.y, r1.z
    mad_pp r3.xyz, r2.w, r7.yzww, r3
    nrm_pp r5.xyz, r6
    dp3_sat_pp r1.y, r14, 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, r9
    mad_sat_pp r1.x, r1.x, c30.y, c30.y
    mul_pp r1.x, r1.x, r1.x
    lrp_pp r2.w, r1.x, -r0.w, c27.w
    mul_pp r1.xyz, r2, r2.w
    mad_pp r0.xyz, c27, r1, r0
    add_pp r1.xyz, -r0, c19
    mad_pp oC0.xyz, v0.z, r1, r0
    mov_pp r0.x, c21.x
    mad_pp r0.x, r0.x, v1.w, c31.x
    add r0.y, -r0.x, v0.w
    mad_pp oC0.w, c20.x, r0.y, r0.x

// approximately 157 instruction slots used (9 texture, 148 arithmetic)
 

