//
// Generated by Microsoft (R) D3DX9 Shader Compiler 
//
// Parameters:
//
//   float4 Ambient;
//   sampler2D Texture2D_0;
//   sampler2D Texture2D_1;
//   sampler2D Texture2D_2;
//   float distortionBufferScale;
//   float4 fogColor;
//   float globalOpacity;
//   
//   struct
//   {
//       float4 worldVector;
//       float4 color;
//       float4 channelMask;
//
//   } lights[3];
//   
//   float4 nvidiaHack;
//   sampler2D s_distortion;
//   sampler2D s_distortion2;
//   sampler2D s_shadowMask;
//   samplerCUBE s_specular_cubemap;
//   float sceneDepthAlphaMask;
//   row_major float4x4 screenToWorld;
//   float3 worldEyePos;
//
//
// Registers:
//
//   Name                  Reg   Size
//   --------------------- ----- ----
//   lights                c0       9
//   screenToWorld         c9       4
//   fogColor              c13      1
//   sceneDepthAlphaMask   c14      1
//   globalOpacity         c15      1
//   distortionBufferScale c16      1
//   Ambient               c17      1
//   worldEyePos           c18      1
//   nvidiaHack            c31      1
//   s_distortion          s0       1
//   s_distortion2         s1       1
//   Texture2D_0           s2       1
//   Texture2D_1           s3       1
//   Texture2D_2           s4       1
//   s_specular_cubemap    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 };
//
//   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 };
//
//   distortionBufferScale
//     c16  = { 0, 0, 0, 0 };
//
//   Ambient
//     c17  = { 0, 0, 0, 0 };
//
//   worldEyePos
//     c18  = { 0, 0, 0, 0 };
//
//   nvidiaHack
//     c31  = { 0, 0, 0, 0 };
//

    ps_3_0
    def c19, 2, -1, 1, 15
    def c20, 0.615384638, 16, 1, 2.20000005
    def c21, 0.5, 0, 0.400000006, 0.300000012
  dcl_texcoord8 v9.x
    dcl_texcoord6 v0
    dcl_texcoord7 v1
    dcl_texcoord3_pp v2
    dcl_texcoord4_pp v3
    dcl_texcoord5_pp v4
    dcl_texcoord1 v5.xy
    dcl_2d s0
    dcl_2d s1
    dcl_2d s2
    dcl_2d s3
    dcl_2d s4
    dcl_cube s5
    dcl_2d s6
    texldp_pp r0, v0, s6
    dp4_sat_pp r1.x, r0, c2
    add_pp r1.x, -r1.x, c19.z
    mul_sat_pp r1.x, r1.x, v3.w
    mul_pp r1.xyz, r1.x, c1
    dp4_sat_pp r1.w, r0, c5
    dp4_sat_pp r0.x, r0, c8
    add_pp r0.y, -r1.w, c19.z
    mul_sat_pp r0.y, r0.y, v4.w
    mul_pp r0.yzw, r0.y, c4.xxyz
    mul r2.xyz, c10, v0.y
    mad r2.xyz, v9.x, c9, r2
    mad r2.xyz, v0.w, c11, r2
    add r2.xyz, r2, c12
    add r3.xyz, -r2, c18
    nrm_pp r4.xyz, r3
    mad r3.xyz, r2, -c3.w, c3
    dp3 r1.w, r3, r3
    rsq r1.w, r1.w
    mad_pp r5.xyz, r3, r1.w, r4
    mul_pp r3.xyz, r3, r1.w
    nrm_pp r6.xyz, r5
    texld_pp r5, v5, s2
    mad_pp r5.xyz, r5, c19.x, c19.y
    add_pp r1.w, r5.w, r5.w
    mul_pp r7.xyz, r5.y, v3
    mad_pp r7.xyz, r5.x, v2, r7
    mad_pp r7.xyz, r5.z, v4, r7
    nrm_pp r8.xyz, r7
    nrm_pp r7.xyz, r8
    dp3_sat_pp r2.w, r7, r6
    pow_pp r3.w, r2.w, c19.w
    mul_pp r6.xyz, r0.yzww, r3.w
    mad r9.xyz, r2, -c0.w, c0
    mad r2.xyz, r2, -c6.w, c6
    dp3 r2.w, r9, r9
    rsq r2.w, r2.w
    mad_pp r10.xyz, r9, r2.w, r4
    mul_pp r9.xyz, r9, r2.w
    nrm_pp r11.xyz, r10
    dp3_sat_pp r2.w, r7, r11
    pow_pp r3.w, r2.w, c19.w
    mad_pp r6.xyz, r3.w, r1, r6
    add_pp r0.x, -r0.x, c19.z
    mul_sat_pp r0.x, r0.x, v2.w
    mul_pp r10.xyz, r0.x, c7
    dp3 r0.x, r2, r2
    rsq r0.x, r0.x
    mad_pp r4.xyz, r2, r0.x, r4
    mul_pp r2.xyz, r2, r0.x
    nrm_pp r11.xyz, r4
    dp3_sat_pp r0.x, r7, r11
    pow_pp r2.w, r0.x, c19.w
    mad_pp r4.xyz, r2.w, r10, r6
    dp3_sat_pp r0.x, r3, r8
    mul_pp r0.xyz, r0.yzww, r0.x
    dp3_sat_pp r0.w, r9, r8
    dp3_sat_pp r2.x, r2, r8
    mad_pp r0.xyz, r0.w, r1, r0
    mad_pp r0.xyz, r2.x, r10, r0
    texld r2, v5, s3
    mul_pp r0.xyz, r0, r2
    mad_pp r0.xyz, r2.w, r4, r0
    dp3 r0.w, -v1, r5
    add r0.w, r0.w, r0.w
    mad r1.xyz, r5, -r0.w, -v1
    mul r3.xyz, r1.y, v3
    mad r3.xyz, r1.x, v2, r3
    mad r3.xyz, r1.z, v4, r3
    mov r3.w, c20.x
    texldl_pp r3, r3, s5
    mad_pp r0.w, r3.w, c20.y, c20.z
    pow_pp r1.x, r0_abs.w, c20.w
    mul_pp r1.xyz, r3, r1.x
    mad_pp r0.xyz, r1, r2.w, r0
    dp3 r0.w, v4, r5
    mad_sat_pp r0.w, r0.w, c21.x, c21.x
    mul_pp r0.w, r0.w, r0.w
    mov r1.z, c19.z
    lrp_pp r2.w, r0.w, r1.z, c17.w
    mul_pp r1.xyz, r2, r2.w
    mad_pp r0.xyz, c17, r1, r0
    nrm r1.xyz, v1
    dp3 r0.w, r5, r1
    max r1.x, r0.w, c21.y
    add r0.w, -r1.x, c19.z
    mul r1.x, r0.w, r0.w
    mul r0.w, r0.w, r1.x
    mad_pp r0.xyz, r0.w, c21.xzww, r0
    lrp_pp r1.xyz, v0.z, c13, r0
    texld r0, v5, s4
    mul_pp r0.xy, r0, c20.y
    mov r0.zw, c21.y
    add r0, r0, v0
    mul r2.x, r0.w, c16.x
    min r3.xy, r2.x, r0
    mov r3.zw, r0
    texldp_pp r0, r3, s0
    texldp_pp r2, r3, s1
    mad_pp r0.xyz, r0, r2.w, r2
    add_pp r1.xyz, r1, -r0
    mul r0.w, c15.x, v1.w
    mad_pp r0.w, r1.w, r0.w, c31.x
    mad_pp oC0.xyz, r0.w, r1, r0
    mul_pp oC0.w, c14.x, v0.w

// approximately 128 instruction slots used (8 texture, 120 arithmetic)
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