//
// Generated by Microsoft (R) D3DX9 Shader Compiler 
//
// Parameters:
//
//   float4 Ambient;
//   float4 baseColor;
//   float distortionBufferScale;
//   float distortionStrength;
//   float4 fogColor;
//   float3 fogTransform;
//   
//   struct
//   {
//       float4 worldVector;
//       float4 color;
//       float4 channelMask;
//
//   } lights;
//   
//   sampler2D mtbSampleSlot1;
//   sampler2D mtbSampleSlot2;
//   sampler2D mtbSampleSlot3;
//   float normalMapStrength;
//   float4 nvidiaHack;
//   float2 reflectivityConst;
//   sampler2D s_bottom_water_depth_mask;
//   sampler2D s_distortion;
//   sampler2D s_distortion2;
//   sampler2D s_shadowMask;
//   sampler2D s_top_water_depth_mask;
//   float sceneDepthAlphaMask;
//   row_major float3x4 screenDataToCamera;
//   row_major float4x4 screenToWorld;
//   float3 specularColor;
//   float specularPower;
//   float2 specularReflectivityConst;
//   float4 tangentColor;
//   float4 waterDiffuseColor;
//   float waterOpacity;
//   float water_row_sample;
//   float3 worldEyePos;
//
//
// Registers:
//
//   Name                      Reg   Size
//   ------------------------- ----- ----
//   screenToWorld             c0       4
//   screenDataToCamera        c4       3
//   lights                    c7       3
//   fogColor                  c10      1
//   fogTransform              c11      1
//   sceneDepthAlphaMask       c12      1
//   distortionBufferScale     c13      1
//   water_row_sample          c14      1
//   waterDiffuseColor         c15      1
//   baseColor                 c16      1
//   tangentColor              c17      1
//   normalMapStrength         c18      1
//   distortionStrength        c19      1
//   reflectivityConst         c20      1
//   specularReflectivityConst c21      1
//   specularPower             c22      1
//   specularColor             c23      1
//   waterOpacity              c24      1
//   Ambient                   c25      1
//   worldEyePos               c26      1
//   nvidiaHack                c31      1
//   s_distortion              s0       1
//   s_distortion2             s1       1
//   mtbSampleSlot1            s2       1
//   mtbSampleSlot2            s3       1
//   mtbSampleSlot3            s4       1
//   s_top_water_depth_mask    s5       1
//   s_bottom_water_depth_mask s6       1
//   s_shadowMask              s7       1
//
//
// Default values:
//
//   screenToWorld
//     c0   = { 0, 0, 0, 0 };
//     c1   = { 0, 0, 0, 0 };
//     c2   = { 0, 0, 0, 0 };
//     c3   = { 0, 0, 0, 0 };
//
//   screenDataToCamera
//     c4   = { 0, 0, 0, 0 };
//     c5   = { 0, 0, 0, 0 };
//     c6   = { 0, 0, 0, 0 };
//
//   lights
//     c7   = { 0, 0, 0, 0 };
//     c8   = { 0, 0, 0, 0 };
//     c9   = { 0, 0, 0, 0 };
//
//   fogColor
//     c10  = { 0, 0, 0, 0 };
//
//   fogTransform
//     c11  = { 0, 0, 0, 0 };
//
//   sceneDepthAlphaMask
//     c12  = { 0, 0, 0, 0 };
//
//   distortionBufferScale
//     c13  = { 0, 0, 0, 0 };
//
//   water_row_sample
//     c14  = { 0, 0, 0, 0 };
//
//   waterDiffuseColor
//     c15  = { 0, 0, 0, 0 };
//
//   baseColor
//     c16  = { 0, 0, 0, 0 };
//
//   tangentColor
//     c17  = { 0, 0, 0, 0 };
//
//   normalMapStrength
//     c18  = { 0, 0, 0, 0 };
//
//   distortionStrength
//     c19  = { 0, 0, 0, 0 };
//
//   reflectivityConst
//     c20  = { 0, 0, 0, 0 };
//
//   specularReflectivityConst
//     c21  = { 0, 0, 0, 0 };
//
//   specularPower
//     c22  = { 0, 0, 0, 0 };
//
//   specularColor
//     c23  = { 0, 0, 0, 0 };
//
//   waterOpacity
//     c24  = { 0, 0, 0, 0 };
//
//   Ambient
//     c25  = { 0, 0, 0, 0 };
//
//   worldEyePos
//     c26  = { 0, 0, 0, 0 };
//
//   nvidiaHack
//     c31  = { 0, 0, 0, 0 };
//

    ps_3_0
    def c27, 2, -1, 10000000, -0
    def c28, 0.5, 1.00000001e-007, 1.44269502, 0
  dcl_texcoord8 v9.x
    dcl_texcoord v0
    dcl_texcoord1 v1
    dcl_texcoord2 v2
    dcl_color1 v3
    dcl_texcoord6 v4
    dcl_texcoord7 v5.xyz
    dcl_texcoord3_pp v6.xyz
    dcl_texcoord4_pp v7
    dcl_texcoord5_pp v8.xyz
    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_pp r0, v0, s3
    mad_pp r0.xyz, r0, c27.x, c27.y
    texld_pp r1, v0.zwzw, s3
    mad_pp r0.xyz, r1, c27.x, r0
    add_pp r0.xyz, r0, c27.y
    mul_pp r1.xy, r0, c18.x
    mov r1.z, v1.z
    mov_pp r1.w, c14.x
    texld_pp r2, r1.zwzw, s5
    texld_pp r3, r1.zwzw, s6
    add_pp r0.w, r2.x, -v1.w
    mul_sat r0.w, r0.w, c27.z
    add_pp r1.z, -r3.x, v1.w
    mul_sat r1.z, r1.z, c27.z
    add_sat r0.w, r0.w, r1.z
    texld_pp r2, v1, s4
    mul_pp r0.w, r0.w, r2.x
    mul_pp r0.xy, r1, r0.w
    dp3 r1.x, v5, r0
    nrm_pp r2.xyz, r0
    cmp r0.x, -r1.x, -c27.w, -c27.y
    cmp r0.y, r1.x, -c27.w, -c27.y
    add_pp r0.x, r0.x, -r0.y
    mul_pp r0.xyz, r2, r0.x
    mad r1.xy, c19.x, -r0, v4
    mul r1.z, c13.x, v4.w
    min r2.xy, r1.z, r1
    mov r2.zw, v4
    texldp_pp r1, r2, s0
    texldp_pp r2, r2, s1
    mad_pp r1.xyz, r1, r2.w, r2
    nrm_pp r2.xyz, v5
    dp3_pp r1.w, r0, r2
    add r2.xy, -r1.w, -c27.y
    mov_sat r2.x, r2.x
    mov_pp r3, c16
    add_pp r3, -r3, c17
    mad r3, r2.x, r3, c16
    lrp r4, r0.w, r3, -c27.y
    mad r1.xyz, r4, r1, -r4
    mad r1.xyz, r4.w, r1, r4
    texld_pp r3, v2, s2
    texld_pp r4, v2.zwzw, s2
    lrp r2.xzw, c28.x, r4.xyyz, r3.xyyz
    mul r2.xzw, r2, c24.x
    mul r2.xzw, r0.w, r2
    mul_pp r2.xzw, r2, c15.xyyz
    dp3 r1.w, v8, r0
    mad_sat_pp r1.w, r1.w, c28.x, c28.x
    mul_pp r1.w, r1.w, r1.w
    mov r3.y, c27.y
    lrp_pp r4.x, r1.w, -r3.y, c25.w
    mul_pp r3.xyz, r2.xzww, r4.x
    mad r3.xyz, c25, r3, -r1
    mul_pp r1.w, r2_abs.y, r2_abs.y
    mul_pp r1.w, r1.w, r1.w
    mul_pp r1.w, r2_abs.y, r1.w
    mad_sat_pp r2.y, c20.y, r1.w, c20.x
    mad_sat_pp r1.w, c21.y, r1.w, c21.x
    mul r2.y, r0.w, r2.y
    mad r1.xyz, r2.y, r3, r1
    mad r3, v4.xywx, -c27.yyyw, -c27.wwwy
    dp4 r4.x, c4, r3
    dp4 r4.y, c5, r3
    dp4 r4.z, c6, r3
    dp3 r2.y, r4, r4
    rsq r2.y, r2.y
    rcp r2.y, r2.y
    mad r2.y, r2.y, c11.x, c11.y
    mul r2.y, r2.y, c28.z
    exp_sat r2.y, r2.y
    mad_pp r2.y, c10.w, -r2.y, c10.w
    mul_pp r2.y, r2.y, c11.z
    mul r2.y, r0.w, r2.y
    lrp_pp r3.xyz, r2.y, c10, r1
    mul_pp r1.xyz, r0.y, v7
    mad_pp r1.xyz, r0.x, v6, r1
    mad_pp r0.xyz, r0.z, v8, r1
    nrm_pp r1.xyz, r0
    nrm_pp r0.xyz, r1
    mul r4.xyz, c1, v4.y
    mad r4.xyz, v9.x, c0, r4
    mad r4.xyz, v4.w, c2, r4
    add r4.xyz, r4, c3
    add r5.xyz, -r4, c26
    mad r4.xyz, r4, -c7.w, c7
    dp3 r2.y, r5, r5
    rsq r2.y, r2.y
    nrm_pp r6.xyz, r4
    mad_pp r4.xyz, r5, r2.y, r6
    dp3_sat_pp r1.x, r6, r1
    nrm_pp r5.xyz, r4
    dp3_sat_pp r0.x, r0, r5
    mov r0.y, c28.y
    add_pp r0.y, r0.y, c22.x
    pow_pp r1.y, r0.x, r0.y
    texldp_pp r4, v4, s7
    dp4_sat_pp r0.x, r4, c9
    add_pp r0.x, -r0.x, -c27.y
    mul_sat_pp r0.x, r0.x, v7.w
    mul_pp r0.xyz, r0.x, c8
    mul_pp r4.xyz, r1.y, r0
    mul_pp r0.xyz, r1.x, r0
    mul_pp r0.xyz, r2.xzww, r0
    texld_pp r2, v3, s2
    texld_pp r5, v3.zwzw, s2
    lrp r1.x, c28.x, r5.x, r2.x
    mul_pp r1.xyz, r1.x, c23
    mul_pp r1.xyz, r1.w, r1
    mul_pp r1.xyz, r0.w, r1
    mad_pp r0.xyz, r1, r4, r0
    add_pp oC0.xyz, r3, r0
    add r0.x, -c31.x, v4.w
    mov_pp r1.x, c31.x
    mad_pp oC0.w, c12.x, r0.x, r1.x

// approximately 129 instruction slots used (12 texture, 117 arithmetic)
 

