//
// Generated by Microsoft (R) D3DX9 Shader Compiler 
//
// Parameters:
//
//   float alphaFadeZbias;
//   float alphaFadeZbiasScale;
//   float4 fogColor;
//   float globalOpacity;
//   
//   struct
//   {
//       float4 worldVector;
//       float4 color;
//       float4 channelMask;
//
//   } lights[5];
//   
//   sampler2D mtbSampleSlot1;
//   float normalMapStrength;
//   float4 nvidiaHack;
//   sampler2D s_bottom_water_depth_mask;
//   sampler2D s_luminanceMap1;
//   sampler2D s_luminanceMap2;
//   sampler2D s_sceneDepth;
//   sampler2D s_shadowMask;
//   sampler2D s_top_water_depth_mask;
//   float sceneDepthAlphaMask;
//   row_major float4x4 screenToWorld;
//   float3 specularColor;
//   float specularPower;
//   float2 specularReflectivityConst;
//   float water_row_sample;
//   float3 worldEyePos;
//
//
// Registers:
//
//   Name                      Reg   Size
//   ------------------------- ----- ----
//   lights                    c0      15
//   screenToWorld             c15      4
//   fogColor                  c19      1
//   sceneDepthAlphaMask       c20      1
//   globalOpacity             c21      1
//   water_row_sample          c22      1
//   normalMapStrength         c23      1
//   specularReflectivityConst c24      1
//   specularPower             c25      1
//   specularColor             c26      1
//   alphaFadeZbias            c27      1
//   alphaFadeZbiasScale       c28      1
//   worldEyePos               c29      1
//   nvidiaHack                c31      1
//   s_sceneDepth              s0       1
//   mtbSampleSlot1            s1       1
//   s_top_water_depth_mask    s2       1
//   s_bottom_water_depth_mask s3       1
//   s_luminanceMap1           s4       1
//   s_luminanceMap2           s5       1
//   s_shadowMask              s6       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 };
//
//   water_row_sample
//     c22  = { 0, 0, 0, 0 };
//
//   normalMapStrength
//     c23  = { 0, 0, 0, 0 };
//
//   specularReflectivityConst
//     c24  = { 0, 0, 0, 0 };
//
//   specularPower
//     c25  = { 0, 0, 0, 0 };
//
//   specularColor
//     c26  = { 0, 0, 0, 0 };
//
//   alphaFadeZbias
//     c27  = { 0, 0, 0, 0 };
//
//   alphaFadeZbiasScale
//     c28  = { 0, 0, 0, 0 };
//
//   worldEyePos
//     c29  = { 0, 0, 0, 0 };
//
//   nvidiaHack
//     c31  = { 0, 0, 0, 0 };
//

    ps_3_0
    def c30, 2, -1, 10000000, 1
    def c32, -0.00100000005, 0.00100000005, 1.00000001e-007, 0
  dcl_texcoord8 v9.x
    dcl_texcoord v0
    dcl_texcoord1 v1.zw
    dcl_texcoord6 v2
    dcl_texcoord7 v3
    dcl_texcoord3_pp v4
    dcl_texcoord4_pp v5
    dcl_texcoord5_pp v6.xyz
    dcl_color v7.xy
    dcl_2d s0
    dcl_2d s1
    dcl_2d s2
    dcl_2d s3
    dcl_2d s4
    dcl_2d s5
    dcl_2d s6
    mov r0.x, v1.z
    mov_pp r0.y, c22.x
    texld_pp r1, r0, s2
    texld_pp r0, r0, s3
    add_pp r0.y, r1.x, -v1.w
    mul_sat r0.y, r0.y, c30.z
    add_pp r0.x, -r0.x, v1.w
    mul_sat r0.x, r0.x, c30.z
    add_sat_pp r0.x, r0.y, r0.x
    mov r0.w, c30.w
    add r0.y, r0.w, -c27.x
    mul r0.z, r0.y, c28.x
    mov r1.xz, c32
    mad r0.y, r0.y, c28.x, r1.x
    cmp r0.y, r0.y, r0.z, c32.y
    rcp r0.y, r0.y
    texldp_pp r2, v2, s0
    add r0.z, r2.w, -v2.w
    mul_sat r0.y, r0.y, r0.z
    mul_pp r0.x, r0.x, r0.y
    texld_pp r2, v0, s1
    mad_pp r0.yzw, r2.xwyz, c30.x, c30.y
    texld_pp r2, v0.zwzw, s1
    mad_pp r0.yzw, r2.xwyz, c30.x, r0
    add_pp r0.yzw, r0, c30.y
    mul_pp r1.xy, r0.yzzw, c23.x
    mul_pp r0.yz, r0.x, r1.xxyw
    nrm_pp r2.xyz, r0.yzww
    mul_pp r0.yzw, r2.y, v5.xxyz
    mad_pp r0.yzw, r2.x, v4.xxyz, r0
    mad_pp r0.yzw, r2.z, v6.xxyz, r0
    nrm_pp r3.xyz, r0.yzww
    nrm_pp r4.xyz, r3
    mul r0.yzw, c16.xxyz, v2.y
    mad r0.yzw, v9.x, c15.xxyz, r0
    mad r0.yzw, v2.w, c17.xxyz, r0
    add r0.yzw, r0, c18.xxyz
    mad r1.xyw, r0.yzzw, -c0.w, c0.xyzz
    dp3 r2.w, r1.xyww, r1.xyww
    rsq r2.w, r2.w
    add r3.xyz, -r0.yzww, c29
    nrm_pp r5.xyz, r3
    mad_pp r1.xyw, r1, r2.w, r5.xyzz
    nrm_pp r3.xyz, r1.xyww
    dp3_sat_pp r1.x, r4, r3
    add_pp r1.y, r1.z, c25.x
    pow_pp r2.w, r1.x, r1.y
    mad r1.xzw, r0.yyzw, -c3.w, c3.xyyz
    dp3 r3.x, r1.xzww, r1.xzww
    rsq r3.x, r3.x
    mad_pp r1.xzw, r1, r3.x, r5.xyyz
    nrm_pp r3.xyz, r1.xzww
    dp3_sat_pp r1.x, r4, r3
    pow_pp r3.x, r1.x, r1.y
    mov_pp r1.x, v4.w
    mov_pp r1.z, v5.w
    texld_pp r6, r1.xzzw, s4
    texldp_pp r7, v2, s6
    dp4_sat_pp r1.x, r7, c5
    add_pp r1.x, -r1.x, c30.w
    mul_sat_pp r1.x, r6.z, r1.x
    mul_pp r1.xzw, r1.x, c4.xyyz
    mul_pp r1.xzw, r3.x, r1
    dp4_sat_pp r3.x, r7, c2
    add_pp r3.x, -r3.x, c30.w
    mul_sat_pp r3.x, r6.y, r3.x
    mul_pp r3.xyz, r3.x, c1
    mad_pp r1.xzw, r2.w, r3.xyyz, r1
    mad r3.xyz, r0.yzww, -c6.w, c6
    dp3 r2.w, r3, r3
    rsq r2.w, r2.w
    mad_pp r3.xyz, r3, r2.w, r5
    nrm_pp r8.xyz, r3
    dp3_sat_pp r2.w, r4, r8
    pow_pp r3.x, r2.w, r1.y
    dp4_sat_pp r2.w, r7, c8
    add_pp r2.w, -r2.w, c30.w
    mul_sat_pp r2.w, r6.x, r2.w
    mul_pp r3.yzw, r2.w, c7.xxyz
    mad_pp r1.xzw, r3.x, r3.yyzw, r1
    mad r3.xyz, r0.yzww, -c9.w, c9
    mad r0.yzw, r0, -c12.w, c12.xxyz
    dp3 r2.w, r3, r3
    rsq r2.w, r2.w
    mad_pp r3.xyz, r3, r2.w, r5
    nrm_pp r6.xyz, r3
    dp3_sat_pp r2.w, r4, r6
    pow_pp r3.x, r2.w, r1.y
    dp4_sat_pp r2.w, r7, c11
    dp4_sat_pp r3.y, r7, c14
    add_pp r2.w, -r2.w, c30.w
    texld_pp r6, v7, s5
    mul_sat_pp r2.w, r2.w, r6.y
    mul_pp r6.xyw, r2.w, c10.xyzz
    mad_pp r1.xzw, r3.x, r6.xyyw, r1
    dp3 r2.w, r0.yzww, r0.yzww
    rsq r2.w, r2.w
    mad_pp r0.yzw, r0, r2.w, r5.xxyz
    nrm_pp r5.xyz, r0.yzww
    dp3_sat_pp r0.y, r4, r5
    pow_pp r2.w, r0.y, r1.y
    add_pp r0.y, -r3.y, c30.w
    mul_sat_pp r0.y, r6.z, r0.y
    mul_pp r0.yzw, r0.y, c13.xxyz
    mad_pp r0.yzw, r2.w, r0, r1.xxzw
    nrm_pp r1.xyz, v3
    dp3_pp r1.x, r2, r1
    add_pp r1.x, -r1.x, c30.w
    mul_pp r1.y, r1_abs.x, r1_abs.x
    mul_pp r1.y, r1.y, r1.y
    mul_pp r1.x, r1_abs.x, r1.y
    mad_sat_pp r1.x, c24.y, r1.x, c24.x
    mul_pp r1.xyz, r1.x, c26
    mul_pp r1.xyz, r0.x, r1
    mul_pp r2.xyz, r0.yzww, r1
    mad_pp r0.xyz, r1, -r0.yzww, c19
    mad_pp oC0.xyz, v2.z, r0, r2
    mov_pp r0.x, c21.x
    mad_pp r0.x, r0.x, v3.w, c31.x
    add r0.y, -r0.x, v2.w
    mad_pp oC0.w, c20.x, r0.y, r0.x

// approximately 151 instruction slots used (8 texture, 143 arithmetic)
 

