//
// Generated by Microsoft (R) D3DX9 Shader Compiler 
//
// Parameters:
//
//   float4 Ambient;
//   float3 diffuseColor;
//   float4 fogColor;
//   float globalOpacity;
//   float2 heightMapScaleAndBias;
//   
//   struct
//   {
//       float4 worldVector;
//       float4 color;
//       float4 channelMask;
//
//   } lights[3];
//   
//   sampler2D mtbSampleSlot1;
//   sampler2D mtbSampleSlot2;
//   sampler2D mtbSampleSlot3;
//   float4 nvidiaHack;
//   sampler2D s_luminanceMap1;
//   sampler2D s_shadowMask;
//   float sceneDepthAlphaMask;
//   row_major float4x4 screenToWorld;
//   float3 specularColor;
//   float specularPower;
//   float3 worldEyePos;
//
//
// Registers:
//
//   Name                  Reg   Size
//   --------------------- ----- ----
//   lights                c0       9
//   screenToWorld         c9       4
//   fogColor              c13      1
//   sceneDepthAlphaMask   c14      1
//   globalOpacity         c15      1
//   specularPower         c16      1
//   specularColor         c17      1
//   diffuseColor          c18      1
//   heightMapScaleAndBias c19      1
//   Ambient               c20      1
//   worldEyePos           c21      1
//   nvidiaHack            c31      1
//   mtbSampleSlot1        s0       1
//   mtbSampleSlot2        s1       1
//   mtbSampleSlot3        s2       1
//   s_luminanceMap1       s3       1
//   s_shadowMask          s4       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 };
//
//   screenToWorld
//     c9   = { 0, 0, 0, 0 };
//     c10  = { 0, 0, 0, 0 };
//     c11  = { 0, 0, 0, 0 };
//     c12  = { 0, 0, 0, 0 };
//
//   fogColor
//     c13  = { 0, 0, 0, 0 };
//
//   sceneDepthAlphaMask
//     c14  = { 0, 0, 0, 0 };
//
//   globalOpacity
//     c15  = { 0, 0, 0, 0 };
//
//   specularPower
//     c16  = { 0, 0, 0, 0 };
//
//   specularColor
//     c17  = { 0, 0, 0, 0 };
//
//   diffuseColor
//     c18  = { 0, 0, 0, 0 };
//
//   heightMapScaleAndBias
//     c19  = { 0, 0, 0, 0 };
//
//   Ambient
//     c20  = { 0, 0, 0, 0 };
//
//   worldEyePos
//     c21  = { 0, 0, 0, 0 };
//
//   nvidiaHack
//     c31  = { 0, 0, 0, 0 };
//

    ps_3_0
    def c22, 2, -1, 1, 1.00000001e-007
    def c23, 0.5, 0, 0, 0
  dcl_texcoord8 v9.x
    dcl_texcoord v0.xy
    dcl_texcoord6 v1
    dcl_texcoord7 v2
    dcl_texcoord3_pp v3
    dcl_texcoord4_pp v4
    dcl_texcoord5_pp v5.xyz
    dcl_2d s0
    dcl_2d s1
    dcl_2d s2
    dcl_2d s3
    dcl_2d s4
    dp3 r0.x, v2, v2
    rsq r0.x, r0.x
    mul_pp r0.xy, r0.x, v2
    texld_pp r1, v0, s2
    mad_pp r0.z, c19.x, r1.x, c19.y
    mad_pp r0.xy, r0.z, r0, v0
    texld_pp r1, r0, s1
    texld_pp r0, r0, s0
    mad_pp r1.xyz, r1.wyzw, c22.x, c22.y
    mul_pp r2.xyz, r1.y, v4
    mad_pp r2.xyz, r1.x, v3, r2
    mad_pp r2.xyz, r1.z, v5, r2
    dp3 r0.w, v5, r1
    nrm_pp r1.xyz, r2
    nrm_pp r2.xyz, r1
    mul r3.xyz, c10, v1.y
    mad r3.xyz, v9.x, c9, r3
    mad r3.xyz, v1.w, c11, r3
    add r3.xyz, r3, c12
    add r4.xyz, -r3, c21
    nrm_pp r5.xyz, r4
    mad r4.xyz, r3, -c3.w, c3
    dp3 r1.w, r4, r4
    rsq r1.w, r1.w
    mad_pp r6.xyz, r4, r1.w, r5
    mul_pp r4.xyz, r4, r1.w
    nrm_pp r7.xyz, r6
    dp3_sat_pp r1.w, r2, r7
    mov r6.zw, c22
    add_pp r2.w, r6.w, c16.x
    pow_pp r3.w, r1.w, r2.w
    mov_pp r6.x, v3.w
    mov_pp r6.y, v4.w
    texld_pp r7, r6, s3
    texldp_pp r8, v1, s4
    dp4_sat_pp r1.w, r8, c5
    add_pp r1.w, -r1.w, c22.z
    mul_sat_pp r1.w, r7.z, r1.w
    mul_pp r6.xyw, r1.w, c4.xyzz
    mul_pp r9.xyz, r3.w, r6.xyww
    mad r10.xyz, r3, -c0.w, c0
    mad r3.xyz, r3, -c6.w, c6
    dp3 r1.w, r10, r10
    rsq r1.w, r1.w
    mad_pp r11.xyz, r10, r1.w, r5
    mul_pp r10.xyz, r10, r1.w
    nrm_pp r12.xyz, r11
    dp3_sat_pp r1.w, r2, r12
    pow_pp r3.w, r1.w, r2.w
    dp4_sat_pp r1.w, r8, c2
    dp4_sat_pp r4.w, r8, c8
    add_pp r1.w, -r1.w, c22.z
    mul_sat_pp r1.w, r7.y, r1.w
    mul_pp r7.yzw, r1.w, c1.xxyz
    mad_pp r8.xyz, r3.w, r7.yzww, r9
    dp3 r1.w, r3, r3
    rsq r1.w, r1.w
    mad_pp r5.xyz, r3, r1.w, r5
    mul_pp r3.xyz, r3, r1.w
    nrm_pp r9.xyz, r5
    dp3_sat_pp r1.w, r2, r9
    pow_pp r3.w, r1.w, r2.w
    add_pp r1.w, -r4.w, c22.z
    mul_sat_pp r1.w, r7.x, r1.w
    mul_pp r2.xyz, r1.w, c7
    mad_pp r5.xyz, r3.w, r2, r8
    dp3_sat_pp r1.w, r4, r1
    mul_pp r4.xyz, r6.xyww, r1.w
    dp3_sat_pp r1.w, r10, r1
    dp3_sat_pp r1.x, r3, r1
    mad_pp r1.yzw, r1.w, r7, r4.xxyz
    mad_pp r1.xyz, r1.x, r2, r1.yzww
    mul_pp r2.xyz, r0, c18
    mul_pp r0.xyz, r0, c17
    mul_pp r1.xyz, r1, r2
    mad_pp r0.xyz, r0, r5, r1
    mad_sat_pp r0.w, r0.w, c23.x, c23.x
    mul_pp r0.w, r0.w, r0.w
    lrp_pp r1.x, r0.w, r6.z, c20.w
    mul_pp r1.xyz, r2, r1.x
    mad_pp r0.xyz, c20, r1, r0
    add_pp r1.xyz, -r0, c13
    mad_pp oC0.xyz, v1.z, r1, r0
    mov_pp r0.x, c15.x
    mad_pp r0.x, r0.x, v2.w, c31.x
    add r0.y, -r0.x, v1.w
    mad_pp oC0.w, c14.x, r0.y, r0.x

// approximately 105 instruction slots used (5 texture, 100 arithmetic)
 

