//
// Generated by Microsoft (R) D3DX9 Shader Compiler 
//
// Parameters:
//
//   float4 Ambient;
//   sampler2D Texture2D_0;
//   sampler2D Texture2D_1;
//   sampler2D Texture2D_2;
//   sampler2D Texture2D_3;
//   float4 UniformVector_0;
//   float4 UniformVector_1;
//   float4 fogColor;
//   float globalOpacity;
//   
//   struct
//   {
//       float4 worldVector;
//       float4 color;
//       float4 channelMask;
//
//   } lights[6];
//   
//   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
//   UniformVector_0     c25      1
//   UniformVector_1     c26      1
//   Ambient             c27      1
//   worldEyePos         c28      1
//   nvidiaHack          c31      1
//   Texture2D_0         s0       1
//   Texture2D_1         s1       1
//   Texture2D_2         s2       1
//   Texture2D_3         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 };
//     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 };
//
//   UniformVector_0
//     c25  = { 0, 0, 0, 0 };
//
//   UniformVector_1
//     c26  = { 0, 0, 0, 0 };
//
//   Ambient
//     c27  = { 0, 0, 0, 0 };
//
//   worldEyePos
//     c28  = { 0, 0, 0, 0 };
//
//   nvidiaHack
//     c31  = { 0, 0, 0, 0 };
//

    ps_3_0
    def c29, 4, 2, -1, 0.5
    def c30, 135, 80, 0, 0
    def c32, -0.800000012, 6, 6.65999985, 0
  dcl_texcoord8 v9.x
    dcl_texcoord6 v0
    dcl_texcoord7 v1.w
    dcl_texcoord3_pp v2
    dcl_texcoord4_pp v3
    dcl_texcoord5_pp v4.xyz
    dcl_color v5.xy
    dcl_texcoord1 v6.xy
    dcl_2d s0
    dcl_2d s1
    dcl_2d s2
    dcl_2d s3
    dcl_2d s4
    dcl_2d s5
    dcl_2d s6
    mov_pp r0.x, v2.w
    mov_pp r0.y, v3.w
    texld_pp r0, r0, s4
    texldp_pp r1, v0, s6
    dp4_sat_pp r0.w, r1, c2
    add_pp r0.w, -r0.w, -c29.z
    mul_sat_pp r0.y, r0.y, r0.w
    mul_pp r2.xyz, r0.y, c1
    dp4_sat_pp r0.y, r1, c5
    add_pp r0.y, -r0.y, -c29.z
    mul_sat_pp r0.y, r0.z, r0.y
    mul_pp r0.yzw, r0.y, c4.xxyz
    mov r3.xz, c29
    mad r3.yw, v6.xxzy, r3.x, c25.xxzy
    texld_pp r4, r3.ywzw, s1
    mad_pp r4.xyz, r4.wyzw, c29.y, c29.z
    mad r3.xy, v6, r3.x, c26
    texld_pp r5, r3, s1
    mad_pp r3.xyw, r5.wyzz, c29.y, c29.z
    lrp r5.xyz, c29.w, r3.xyww, r4
    mul r3.xy, c29.x, v6
    texld_pp r4, r3, s0
    texld r6, r3, s3
    mad_pp r3.xyw, r4.xyzz, c29.y, c29.z
    texld r4, v6, s2
    lrp_pp r7.xyz, r4.x, r5, r3.xyww
    mul_pp r3.xyw, r7.y, v3.xyzz
    mad_pp r3.xyw, r7.x, v2.xyzz, r3
    mad_pp r3.xyw, r7.z, v4.xyzz, r3
    dp3 r2.w, v4, r7
    nrm_pp r5.xyz, r3.xyww
    nrm_pp r7.xyz, r5
    mul r3.xyw, c19.xyzz, v0.y
    mad r3.xyw, v9.x, c18.xyzz, r3
    mad r3.xyw, v0.w, c20.xyzz, r3
    add r3.xyw, r3, c21.xyzz
    mad r4.yzw, r3.xxyw, -c3.w, c3.xxyz
    dp3 r5.w, r4.yzww, r4.yzww
    rsq r5.w, r5.w
    add r8.xyz, -r3.xyww, c28
    nrm_pp r9.xyz, r8
    mad_pp r8.xyz, r4.yzww, r5.w, r9
    mul_pp r4.yzw, r4, r5.w
    nrm_pp r10.xyz, r8
    dp3_sat_pp r5.w, r7, r10
    mad_pp r6.w, r4.x, c30.x, c30.y
    pow_pp r7.w, r5.w, r6.w
    mul_pp r8.xyz, r0.yzww, r7.w
    mad r10.xyz, r3.xyww, -c0.w, c0
    dp3 r5.w, r10, r10
    rsq r5.w, r5.w
    mad_pp r11.xyz, r10, r5.w, r9
    mul_pp r10.xyz, r10, r5.w
    nrm_pp r12.xyz, r11
    dp3_sat_pp r5.w, r7, r12
    pow_pp r7.w, r5.w, r6.w
    mad_pp r8.xyz, r7.w, r2, r8
    dp4_sat_pp r5.w, r1, c8
    add_pp r5.w, -r5.w, -c29.z
    mul_sat_pp r0.x, r0.x, r5.w
    mul_pp r11.xyz, r0.x, c7
    mad r12.xyz, r3.xyww, -c6.w, c6
    dp3 r0.x, r12, r12
    rsq r0.x, r0.x
    mad_pp r13.xyz, r12, r0.x, r9
    mul_pp r12.xyz, r12, r0.x
    nrm_pp r14.xyz, r13
    dp3_sat_pp r0.x, r7, r14
    pow_pp r5.w, r0.x, r6.w
    mad_pp r8.xyz, r5.w, r11, r8
    mad r13.xyz, r3.xyww, -c9.w, c9
    dp3 r0.x, r13, r13
    rsq r0.x, r0.x
    mad_pp r14.xyz, r13, r0.x, r9
    mul_pp r13.xyz, r13, r0.x
    nrm_pp r15.xyz, r14
    dp3_sat_pp r0.x, r7, r15
    pow_pp r5.w, r0.x, r6.w
    dp4_sat_pp r0.x, r1, c11
    add_pp r0.x, -r0.x, -c29.z
    texld_pp r14, v5, s5
    mul_sat_pp r0.x, r0.x, r14.y
    mul_pp r15.xyz, r0.x, c10
    mad_pp r8.xyz, r5.w, r15, r8
    mad r16.xyz, r3.xyww, -c12.w, c12
    mad r3.xyw, r3, -c15.w, c15.xyzz
    dp3 r0.x, r16, r16
    rsq r0.x, r0.x
    mad_pp r17.xyz, r16, r0.x, r9
    mul_pp r16.xyz, r16, r0.x
    nrm_pp r18.xyz, r17
    dp3_sat_pp r0.x, r7, r18
    pow_pp r5.w, r0.x, r6.w
    dp4_sat_pp r0.x, r1, c14
    dp4_sat_pp r1.x, r1, c17
    add_pp r0.x, -r0.x, -c29.z
    mul_sat_pp r0.x, r14.z, r0.x
    mul_pp r1.yzw, r0.x, c13.xxyz
    mad_pp r8.xyz, r5.w, r1.yzww, r8
    dp3 r0.x, r3.xyww, r3.xyww
    rsq r0.x, r0.x
    mad_pp r9.xyz, r3.xyww, r0.x, r9
    mul_pp r3.xyw, r3, r0.x
    nrm_pp r17.xyz, r9
    dp3_sat_pp r0.x, r7, r17
    pow_pp r5.w, r0.x, r6.w
    add_pp r0.x, -r1.x, -c29.z
    mul_sat_pp r0.x, r14.x, r0.x
    mul_pp r7.xyz, r0.x, c16
    mad_pp r8.xyz, r5.w, r7, r8
    dp3_sat_pp r0.x, r4.yzww, r5
    mul_pp r0.xyz, r0.yzww, r0.x
    dp3_sat_pp r0.w, r10, r5
    mad_pp r0.xyz, r0.w, r2, r0
    dp3_sat_pp r0.w, r12, r5
    mad_pp r0.xyz, r0.w, r11, r0
    dp3_sat_pp r0.w, r13, r5
    mad_pp r0.xyz, r0.w, r15, r0
    dp3_sat_pp r0.w, r16, r5
    dp3_sat_pp r1.x, r3.xyww, r5
    mad_pp r0.xyz, r0.w, r1.yzww, r0
    mad_pp r0.xyz, r1.x, r7, r0
    mul r1.xyz, r6, r4.x
    mad_pp r1.xyz, r1, c32.x, r6
    mul_pp r0.xyz, r0, r1
    mul r2.xyz, r6, c32.y
    mad r3.xyw, r6.xyzz, -c32.y, c32.z
    mad_pp r2.xyz, r4.x, r3.xyww, r2
    mad_pp r0.xyz, r2, r8, r0
    mad_sat_pp r0.w, r2.w, c29.w, c29.w
    mul_pp r0.w, r0.w, r0.w
    lrp_pp r1.w, r0.w, -r3.z, c27.w
    mul_pp r1.xyz, r1, r1.w
    mad_pp r0.xyz, c27, r1, r0
    add_pp r1.xyz, -r0, c22
    mad_pp oC0.xyz, v0.z, r1, r0
    mov_pp r0.x, c24.x
    mad_pp r0.x, r0.x, v1.w, c31.x
    add r0.y, -r0.x, v0.w
    mad_pp oC0.w, c23.x, r0.y, r0.x

// approximately 170 instruction slots used (8 texture, 162 arithmetic)
 

