//
// Generated by Microsoft (R) D3DX9 Shader Compiler 
//
// Parameters:
//
//   float3 edgeDiffuseColor;
//   float edgeOpacityScale;
//   float3 edgeSpecularColor;
//   float edgeSpecularPower;
//   float3 facingDiffuseColor;
//   float facingOpacityScale;
//   float3 facingSpecularColor;
//   float facingSpecularPower;
//   float4 fogColor;
//   float globalOpacity;
//   float hardness;
//   
//   struct
//   {
//       float4 worldVector;
//       float4 color;
//       float4 channelMask;
//
//   } lights[6];
//   
//   sampler2D mtbSampleSlot1;
//   sampler2D mtbSampleSlot2;
//   sampler2D mtbSampleSlot3;
//   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      18
//   screenToWorld       c18      4
//   fogColor            c22      1
//   sceneDepthAlphaMask c23      1
//   globalOpacity       c24      1
//   edgeSpecularPower   c25      1
//   facingSpecularPower c26      1
//   edgeSpecularColor   c27      1
//   facingSpecularColor c28      1
//   edgeDiffuseColor    c29      1
//   facingDiffuseColor  c30      1
//   nvidiaHack          c31      1
//   hardness            c32      1
//   edgeOpacityScale    c33      1
//   facingOpacityScale  c34      1
//   worldEyePos         c35      1
//   mtbSampleSlot1      s0       1
//   mtbSampleSlot2      s1       1
//   mtbSampleSlot3      s2       1
//   s_luminanceMap1     s3       1
//   s_luminanceMap2     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 };
//     c12  = { 0, 0, 0, 0 };
//     c13  = { 0, 0, 0, 0 };
//     c14  = { 0, 0, 0, 0 };
//     c15  = { 0, 0, 0, 0 };
//     c16  = { 0, 0, 0, 0 };
//     c17  = { 0, 0, 0, 0 };
//
//   screenToWorld
//     c18  = { 0, 0, 0, 0 };
//     c19  = { 0, 0, 0, 0 };
//     c20  = { 0, 0, 0, 0 };
//     c21  = { 0, 0, 0, 0 };
//
//   fogColor
//     c22  = { 0, 0, 0, 0 };
//
//   sceneDepthAlphaMask
//     c23  = { 0, 0, 0, 0 };
//
//   globalOpacity
//     c24  = { 0, 0, 0, 0 };
//
//   edgeSpecularPower
//     c25  = { 0, 0, 0, 0 };
//
//   facingSpecularPower
//     c26  = { 0, 0, 0, 0 };
//
//   edgeSpecularColor
//     c27  = { 0, 0, 0, 0 };
//
//   facingSpecularColor
//     c28  = { 0, 0, 0, 0 };
//
//   edgeDiffuseColor
//     c29  = { 0, 0, 0, 0 };
//
//   facingDiffuseColor
//     c30  = { 0, 0, 0, 0 };
//
//   nvidiaHack
//     c31  = { 0, 0, 0, 0 };
//
//   hardness
//     c32  = { 0, 0, 0, 0 };
//
//   edgeOpacityScale
//     c33  = { 0, 0, 0, 0 };
//
//   facingOpacityScale
//     c34  = { 0, 0, 0, 0 };
//
//   worldEyePos
//     c35  = { 0, 0, 0, 0 };
//

    ps_3_0
    def c36, 2, -1, 1, 1.00100005
    def c37, 0.00100000005, 1.00000001e-007, -0.5, 0
  //dcl_texcoord8 v9.x
    dcl_texcoord v0.zw
    dcl_texcoord1 v1
    dcl_texcoord2 v2
    dcl_color1 v3.zw
    dcl_texcoord6 v4
    dcl_texcoord7 v5
    dcl_texcoord3_pp v6
    dcl_texcoord4_pp v7
    dcl_texcoord5_pp v8.xyz
    dcl_color v9.xy
    dcl_2d s0
    dcl_2d s1
    dcl_2d s2
    dcl_2d s3
    dcl_2d s4
    dcl_2d s5
    mov_pp r0.x, v6.w
    mov_pp r0.y, v7.w
    texld_pp r0, r0, s3
    texldp_pp r1, v4, s5
    dp4_sat_pp r0.w, r1, c5
    add_pp r0.w, -r0.w, c36.z
    mul_sat_pp r0.z, r0.z, r0.w
    mul_pp r2.xyz, r0.z, c4
    mul r3.xyz, c19, v4.y
    mad r3.xyz, v4.x, c18, r3
    mad r3.xyz, v4.w, c20, r3
    add r3.xyz, r3, c21
    mad r4.xyz, r3, -c3.w, c3
    dp3 r0.z, r4, r4
    rsq r0.z, r0.z
    mul_pp r5.xyz, r4, r0.z
    texld_pp r6, v0.wzzw, s2
    mad_pp r6.xyz, r6, c36.x, c36.y
    mul_pp r7.xyz, r6.y, v7
    mad_pp r7.xyz, r6.x, v6, r7
    mad_pp r7.xyz, r6.z, v8, r7
    nrm_pp r8.xyz, r7
    dp3_sat_pp r0.w, r5, r8
    mul_pp r5.xyz, r2, r0.w
    dp4_sat_pp r0.w, r1, c2
    add_pp r0.w, -r0.w, c36.z
    mul_sat_pp r0.y, r0.y, r0.w
    mul_pp r7.xyz, r0.y, c1
    mad r9.xyz, r3, -c0.w, c0
    dp3 r0.y, r9, r9
    rsq r0.y, r0.y
    mul_pp r10.xyz, r9, r0.y
    dp3_sat_pp r0.w, r10, r8
    mad_pp r5.xyz, r0.w, r7, r5
    dp4_sat_pp r0.w, r1, c8
    add_pp r0.w, -r0.w, c36.z
    mul_sat_pp r0.x, r0.x, r0.w
    mul_pp r10.xyz, r0.x, c7
    mad r11.xyz, r3, -c6.w, c6
    dp3 r0.x, r11, r11
    rsq r0.x, r0.x
    mul_pp r12.xyz, r11, r0.x
    dp3_sat_pp r0.w, r12, r8
    mad_pp r5.xyz, r0.w, r10, r5
    mad r12.xyz, r3, -c9.w, c9
    dp3 r0.w, r12, r12
    rsq r0.w, r0.w
    mul_pp r13.xyz, r12, r0.w
    dp3_sat_pp r2.w, r13, r8
    dp4_sat_pp r3.w, r1, c11
    add_pp r3.w, -r3.w, c36.z
    texld_pp r13, v9, s4
    mul_sat_pp r3.w, r3.w, r13.y
    mul_pp r14.xyz, r3.w, c10
    mad_pp r5.xyz, r2.w, r14, r5
    mad r15.xyz, r3, -c12.w, c12
    dp3 r2.w, r15, r15
    rsq r2.w, r2.w
    mul_pp r16.xyz, r15, r2.w
    dp3_sat_pp r3.w, r16, r8
    dp4_sat_pp r4.w, r1, c14
    dp4_sat_pp r1.x, r1, c17
    add_pp r1.y, -r4.w, c36.z
    mul_sat_pp r1.y, r13.z, r1.y
    mul_pp r1.yzw, r1.y, c13.xxyz
    mad_pp r5.xyz, r3.w, r1.yzww, r5
    mad r13.yzw, r3.xxyz, -c15.w, c15.xxyz
    add r3.xyz, -r3, c35
    dp3 r3.w, r13.yzww, r13.yzww
    rsq r3.w, r3.w
    mul_pp r16.xyz, r13.yzww, r3.w
    dp3_sat_pp r4.w, r16, r8
    nrm_pp r16.xyz, r8
    add_pp r1.x, -r1.x, c36.z
    mul_sat_pp r1.x, r13.x, r1.x
    mul_pp r8.xyz, r1.x, c16
    mad_pp r5.xyz, r4.w, r8, r5
    nrm r17.xyz, v5
    dp3 r1.x, r6, r17
    add_sat_pp r1.x, -r1_abs.x, c36.z
    mov_pp r4.w, c36.w
    mul_pp r5.w, r4.w, c32.x
    pow_pp r6.x, r1.x, r5.w
    add_pp r1.x, -r6.x, c36.z
    texld_pp r6, v2.wzzw, s0
    texld_pp r17, v2, s0
    mul_pp r17.xyz, r17, c29
    mad_pp r6.xyz, r6, c30, -r17
    mad_pp r6.xyz, r1.x, r6, r17
    mul_pp r5.xyz, r5, r6
    nrm_pp r6.xyz, r3
    mad_pp r3.xyz, r4, r0.z, r6
    nrm_pp r4.xyz, r3
    dp3_sat_pp r0.z, r16, r4
    mul_pp r3.x, r4.w, c25.x
    mad_pp r3.y, c26.x, r4.w, -r3.x
    mad_pp r3.x, r1.x, r3.y, r3.x
    add_pp r3.x, r3.x, c37.y
    pow_pp r4.x, r0.z, r3.x
    mul_pp r2.xyz, r2, r4.x
    mad_pp r4.xyz, r9, r0.y, r6
    nrm_pp r9.xyz, r4
    dp3_sat_pp r0.y, r16, r9
    pow_pp r4.x, r0.y, r3.x
    mad_pp r2.xyz, r4.x, r7, r2
    mad_pp r0.xyz, r11, r0.x, r6
    nrm_pp r4.xyz, r0
    dp3_sat_pp r0.x, r16, r4
    pow_pp r4.x, r0.x, r3.x
    mad_pp r0.xyz, r4.x, r10, r2
    mad_pp r2.xyz, r12, r0.w, r6
    nrm_pp r4.xyz, r2
    dp3_sat_pp r0.w, r16, r4
    pow_pp r2.x, r0.w, r3.x
    mad_pp r0.xyz, r2.x, r14, r0
    mad_pp r2.xyz, r15, r2.w, r6
    mad_pp r3.yzw, r13, r3.w, r6.xxyz
    nrm_pp r4.xyz, r2
    dp3_sat_pp r0.w, r16, r4
    pow_pp r2.x, r0.w, r3.x
    mad_pp r0.xyz, r2.x, r1.yzww, r0
    nrm_pp r2.xyz, r3.yzww
    dp3_sat_pp r0.w, r16, r2
    pow_pp r1.y, r0.w, r3.x
    mad_pp r0.xyz, r1.y, r8, r0
    texld_pp r2, v3.wzzw, s0
    mul_pp r1.yzw, r2.xxyz, c28.xxyz
    texld_pp r2, v3.wzzw, s1
    add_pp r0.w, r2.x, c37.x
    mul_pp r2.xyz, r4.w, c27
    mad_pp r1.yzw, r1, r0.w, -r2.xxyz
    mad_pp r1.yzw, r1.x, r1, r2.xxyz
    mad_pp r0.xyz, r1.yzww, r0, r5
    add_pp r1.yzw, -r0.xxyz, c22.xxyz
    mad_pp oC0.xyz, v4.z, r1.yzww, r0
    texld_pp r0, v1.wzzw, s1
    texld_pp r2, v1, s1
    mul_pp r0.x, r2.y, c33.x
    mad_pp r0.y, r0.y, c34.x, -r0.x
    mad_pp r0.x, r1.x, r0.y, r0.x
    mul r0.y, c24.x, v5.w
    mad_pp r0.y, r0.x, r0.y, c31.x
    add r1, r0.x, c37.z
    add r0.x, -r0.y, v4.w
    mad_pp oC0.w, c23.x, r0.x, r0.y
    texkill r1

// approximately 180 instruction slots used (10 texture, 170 arithmetic)
 

