//
// 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[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
//   UniformVector_0     c22      1
//   UniformVector_1     c23      1
//   UniformVector_3     c24      1
//   UniformScalar_1     c25      1
//   UniformScalar_2     c26      1
//   UniformScalar_3     c27      1
//   UniformScalar_5     c28      1
//   worldEyePos         c29      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_luminanceMap1     s5       1
//   s_luminanceMap2     s6       1
//   s_shadowMask        s7       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 };
//
//   UniformVector_0
//     c22  = { 0, 0, 0, 0 };
//
//   UniformVector_1
//     c23  = { 0, 0, 0, 0 };
//
//   UniformVector_3
//     c24  = { 0, 0, 0, 0 };
//
//   UniformScalar_1
//     c25  = { 0, 0, 0, 0 };
//
//   UniformScalar_2
//     c26  = { 0, 0, 0, 0 };
//
//   UniformScalar_3
//     c27  = { 0, 0, 0, 0 };
//
//   UniformScalar_5
//     c28  = { 0, 0, 0, 0 };
//
//   worldEyePos
//     c29  = { 0, 0, 0, 0 };
//
//   nvidiaHack
//     c31  = { 0, 0, 0, 0 };
//

    ps_3_0
    def c30, -2, 3, 1.00000001e-007, 0
    def c32, 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.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
    texld r0, v6, s2
    mad r0.y, r0.x, -c32.z, c32.w
    mul r0.x, r0.x, c32.z
    rcp r0.y, r0.y
    mul_sat r0.x, -r0.x, r0.y
    mad r0.y, r0.x, c30.x, c30.y
    mul r0.x, r0.x, r0.x
    mul r0.x, r0.y, r0.x
    mov r1.xyz, c22
    add r0.yzw, -r1.xxyz, c23.xxyz
    mad r0.yzw, r0.x, r0, c22.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, c32.x, -r1
    mad_pp r1.xyz, r2, r0, r1
    mul r2.xyz, c16, v0.y
    mad r2.xyz, v9.x, c15, r2
    mad r2.xyz, v0.w, c17, r2
    add r2.xyz, r2, c18
    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, c32.x, c32.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
    mov_pp r4.x, v2.w
    mov_pp r4.y, v3.w
    texld_pp r4, r4, s5
    texldp_pp r6, v0, s7
    dp4_sat_pp r2.w, r6, c5
    add_pp r2.w, -r2.w, c32.w
    mul_sat_pp r2.w, r4.z, r2.w
    mul_pp r8.xyz, r2.w, c4
    mul_pp r9.xyz, r1.w, r8
    mad r10.xyz, r2, -c0.w, c0
    dp3 r1.w, r10, r10
    rsq r1.w, r1.w
    mul_pp r11.xyz, r10, r1.w
    dp3_sat_pp r2.w, r11, r7
    dp4_sat_pp r3.w, r6, c2
    add_pp r3.w, -r3.w, c32.w
    mul_sat_pp r3.w, r4.y, r3.w
    mul_pp r4.yzw, r3.w, c1.xxyz
    mad_pp r9.xyz, r2.w, r4.yzww, r9
    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, r6, c8
    add_pp r5.w, -r5.w, c32.w
    mul_sat_pp r4.x, r4.x, r5.w
    mul_pp r12.xyz, r4.x, c7
    mad_pp r9.xyz, r3.w, r12, r9
    mad r13.xyz, r2, -c9.w, c9
    dp3 r3.w, r13, r13
    rsq r3.w, r3.w
    mul_pp r14.xyz, r13, r3.w
    dp3_sat_pp r4.x, r14, r7
    dp4_sat_pp r5.w, r6, c11
    dp4_sat_pp r6.x, r6, c14
    add_pp r5.w, -r5.w, c32.w
    texld_pp r14, v5, s6
    mul_sat_pp r5.w, r5.w, r14.y
    mul_pp r6.yzw, r5.w, c10.xxyz
    mad_pp r9.xyz, r4.x, r6.yzww, r9
    mad r14.xyw, r2.xyzz, -c12.w, c12.xyzz
    add r2.xyz, -r2, c29
    dp3 r4.x, r14.xyww, r14.xyww
    rsq r4.x, r4.x
    mul_pp r15.xyz, r14.xyww, r4.x
    dp3_sat_pp r5.w, r15, r7
    nrm_pp r15.xyz, r7
    add_pp r6.x, -r6.x, c32.w
    mul_sat_pp r6.x, r14.z, r6.x
    mul_pp r7.xyz, r6.x, c13
    mad_pp r9.xyz, r5.w, r7, r9
    mul_pp r1.xyz, r1, r9
    mov r6.x, c27.x
    mul r9.xyz, r6.x, c24
    texld r16, v6, s3
    mul r9.xyz, r9, r16.y
    mul_pp r0.xyz, r0, r9
    nrm_pp r9.xyz, r2
    mad_pp r2.xyz, r3, r0.w, r9
    nrm_pp r3.xyz, r2
    dp3_sat_pp r0.w, r15, r3
    mov r2.z, c30.z
    add_pp r2.x, r2.z, c28.x
    pow_pp r3.x, r0.w, r2.x
    mul_pp r3.xyz, r8, r3.x
    mad_pp r8.xyz, r10, r1.w, r9
    nrm_pp r10.xyz, r8
    dp3_sat_pp r0.w, r15, r10
    pow_pp r1.w, r0.w, r2.x
    mad_pp r3.xyz, r1.w, r4.yzww, r3
    mad_pp r2.yzw, r11.xxyz, r2.w, r9.xxyz
    nrm_pp r8.xyz, r2.yzww
    dp3_sat_pp r0.w, r15, r8
    pow_pp r1.w, r0.w, r2.x
    mad_pp r2.yzw, r1.w, r12.xxyz, r3.xxyz
    mad_pp r3.xyz, r13, r3.w, r9
    mad_pp r4.xyz, r14.xyww, r4.x, r9
    nrm_pp r8.xyz, r3
    dp3_sat_pp r0.w, r15, r8
    pow_pp r1.w, r0.w, r2.x
    mad_pp r2.yzw, r1.w, r6, r2
    nrm_pp r3.xyz, r4
    dp3_sat_pp r0.w, r15, 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, c32.w
    max r1.x, r0.w, c30.w
    pow r0.w, r1.x, c25.x
    mul r0.w, r0.w, c26.x
    mad_pp r0.xyz, r16.y, r0.w, r0
    add_pp r1.xyz, -r0, c19
    mad_pp oC0.xyz, v0.z, r1, r0
    texld_pp r0, v6, s4
    mul r0.y, c21.x, v1.w
    mad_pp r0.x, r0.x, r0.y, c31.x
    add r0.y, -r0.x, v0.w
    mad_pp oC0.w, c20.x, r0.y, r0.x

// approximately 166 instruction slots used (8 texture, 158 arithmetic)
 

