//
// Generated by Microsoft (R) D3DX9 Shader Compiler 
//
// Parameters:
//
//   float4 Ambient;
//   sampler2D Texture2D_0;
//   sampler2D Texture2D_1;
//   sampler2D Texture2D_2;
//   sampler2D Texture2D_3;
//   sampler2D Texture2D_4;
//   float UniformScalar_0;
//   float UniformScalar_1;
//   float UniformScalar_2;
//   float UniformScalar_3;
//   float UniformScalar_4;
//   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
//   UniformScalar_0     c25      1
//   UniformScalar_1     c26      1
//   UniformScalar_2     c27      1
//   UniformScalar_3     c28      1
//   UniformScalar_4     c29      1
//   Ambient             c30      1
//   nvidiaHack          c31      1
//   worldEyePos         c32      1
//   Texture2D_0         s0       1
//   Texture2D_1         s1       1
//   Texture2D_2         s2       1
//   Texture2D_3         s3       1
//   Texture2D_4         s4       1
//   s_luminanceMap1     s5       1
//   s_luminanceMap2     s6       1
//   s_shadowMask        s7       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 };
//
//   UniformScalar_0
//     c25  = { 0, 0, 0, 0 };
//
//   UniformScalar_1
//     c26  = { 0, 0, 0, 0 };
//
//   UniformScalar_2
//     c27  = { 0, 0, 0, 0 };
//
//   UniformScalar_3
//     c28  = { 0, 0, 0, 0 };
//
//   UniformScalar_4
//     c29  = { 0, 0, 0, 0 };
//
//   Ambient
//     c30  = { 0, 0, 0, 0 };
//
//   nvidiaHack
//     c31  = { 0, 0, 0, 0 };
//
//   worldEyePos
//     c32  = { 0, 0, 0, 0 };
//

    ps_3_0
    def c33, 0.899999976, 0.5, 0.200000003, 4
    def c34, 1.00000001e-007, 0, 0, 0
    def c35, 2, -1, 80, 3
  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
    dcl_2d s7
    mul r0.xy, c35.w, v6
    texld r0, r0, s2
    add r0.xyz, r0, c35.y
    mov r1.y, c35.y
    mad r0.xyz, c25.x, r0, -r1.y
    add r1.xzw, -r0.xyyz, c33.xyyz
    mad r0.xyz, c26.x, r1.xzww, r0
    texld r2, v6, s3
    mul r0.xyz, r0, r2
    mul r1.xz, c35.z, v6.xyyw
    texld r3, r1.xzzw, s1
    mul_pp r0.xyz, r0, r3
    mov_pp r1.x, v2.w
    mov_pp r1.z, v3.w
    texld_pp r3, r1.xzzw, s5
    texldp_pp r4, v0, s7
    dp4_sat_pp r0.w, r4, c5
    add_pp r0.w, -r0.w, -c35.y
    mul_sat_pp r0.w, r3.z, r0.w
    mul_pp r1.xzw, r0.w, c4.xyyz
    mul r5.xyz, c19, v0.y
    mad r5.xyz, v9.x, c18, r5
    mad r5.xyz, v0.w, c20, r5
    add r5.xyz, r5, c21
    mad r6.xyz, r5, -c3.w, c3
    dp3 r0.w, r6, r6
    rsq r0.w, r0.w
    mul_pp r7.xyz, r6, r0.w
    texld_pp r8, v6, s0
    mad_pp r8.xyz, r8.wyzw, c35.x, c35.y
    mul_pp r9.xyz, r8.y, v3
    mad_pp r9.xyz, r8.x, v2, r9
    mad_pp r9.xyz, r8.z, v4, r9
    dp3 r2.w, v4, r8
    nrm_pp r8.xyz, r9
    dp3_sat_pp r3.z, r7, r8
    mul_pp r7.xyz, r1.xzww, r3.z
    dp4_sat_pp r3.z, r4, c2
    add_pp r3.z, -r3.z, -c35.y
    mul_sat_pp r3.y, r3.y, r3.z
    mul_pp r3.yzw, r3.y, c1.xxyz
    mad r9.xyz, r5, -c0.w, c0
    dp3 r5.w, r9, r9
    rsq r5.w, r5.w
    mul_pp r10.xyz, r9, r5.w
    dp3_sat_pp r6.w, r10, r8
    mad_pp r7.xyz, r6.w, r3.yzww, r7
    dp4_sat_pp r6.w, r4, c8
    add_pp r6.w, -r6.w, -c35.y
    mul_sat_pp r3.x, r3.x, r6.w
    mul_pp r10.xyz, r3.x, c7
    mad r11.xyz, r5, -c6.w, c6
    dp3 r3.x, r11, r11
    rsq r3.x, r3.x
    mul_pp r12.xyz, r11, r3.x
    dp3_sat_pp r6.w, r12, r8
    mad_pp r7.xyz, r6.w, r10, r7
    mad r12.xyz, r5, -c9.w, c9
    dp3 r6.w, r12, r12
    rsq r6.w, r6.w
    mul_pp r13.xyz, r12, r6.w
    dp3_sat_pp r7.w, r13, r8
    dp4_sat_pp r8.w, r4, c11
    add_pp r8.w, -r8.w, -c35.y
    texld_pp r13, v5, s6
    mul_sat_pp r8.w, r8.w, r13.y
    mul_pp r14.xyz, r8.w, c10
    mad_pp r7.xyz, r7.w, r14, r7
    mad r15.xyz, r5, -c12.w, c12
    dp3 r7.w, r15, r15
    rsq r7.w, r7.w
    mul_pp r16.xyz, r15, r7.w
    dp3_sat_pp r8.w, r16, r8
    dp4_sat_pp r9.w, r4, c14
    dp4_sat_pp r4.x, r4, c17
    add_pp r4.y, -r9.w, -c35.y
    mul_sat_pp r4.y, r13.z, r4.y
    mul_pp r4.yzw, r4.y, c13.xxyz
    mad_pp r7.xyz, r8.w, r4.yzww, r7
    mad r13.yzw, r5.xxyz, -c15.w, c15.xxyz
    add r5.xyz, -r5, c32
    dp3 r8.w, r13.yzww, r13.yzww
    rsq r8.w, r8.w
    mul_pp r16.xyz, r13.yzww, r8.w
    dp3_sat_pp r9.w, r16, r8
    nrm_pp r16.xyz, r8
    add_pp r4.x, -r4.x, -c35.y
    mul_sat_pp r4.x, r13.x, r4.x
    mul_pp r8.xyz, r4.x, c16
    mad_pp r7.xyz, r9.w, r8, r7
    mul_pp r7.xyz, r0, r7
    nrm_pp r17.xyz, r5
    mad_pp r5.xyz, r6, r0.w, r17
    nrm_pp r6.xyz, r5
    dp3_sat_pp r0.w, r16, r6
    mov_pp r4.x, c29.x
    add_pp r4.x, r4.x, c34.x
    pow_pp r5.x, r0.w, r4.x
    mul_pp r1.xzw, r1, r5.x
    mad_pp r5.xyz, r9, r5.w, r17
    nrm_pp r6.xyz, r5
    dp3_sat_pp r0.w, r16, r6
    pow_pp r5.x, r0.w, r4.x
    mad_pp r1.xzw, r5.x, r3.yyzw, r1
    mad_pp r3.xyz, r11, r3.x, r17
    nrm_pp r5.xyz, r3
    dp3_sat_pp r0.w, r16, r5
    pow_pp r3.x, r0.w, r4.x
    mad_pp r1.xzw, r3.x, r10.xyyz, r1
    mad_pp r3.xyz, r12, r6.w, r17
    nrm_pp r5.xyz, r3
    dp3_sat_pp r0.w, r16, r5
    pow_pp r3.x, r0.w, r4.x
    mad_pp r1.xzw, r3.x, r14.xyyz, r1
    mad_pp r3.xyz, r15, r7.w, r17
    mad_pp r5.xyz, r13.yzww, r8.w, r17
    nrm_pp r6.xyz, r3
    dp3_sat_pp r0.w, r16, r6
    pow_pp r3.x, r0.w, r4.x
    mad_pp r1.xzw, r3.x, r4.yyzw, r1
    nrm_pp r3.xyz, r5
    dp3_sat_pp r0.w, r16, r3
    pow_pp r3.x, r0.w, r4.x
    mad_pp r1.xzw, r3.x, r8.xyyz, r1
    mul r3.xy, c33.w, v6
    texld r3, r3, s4
    lrp r4.xyz, c27.x, r3, r2
    mul_pp r2.xyz, r4, c28.x
    mad_pp r1.xzw, r2.xyyz, r1, r7.xyyz
    mad_sat_pp r0.w, r2.w, c33.y, c33.y
    mul_pp r0.w, r0.w, r0.w
    lrp_pp r2.x, r0.w, -r1.y, c30.w
    mul_pp r0.xyz, r0, r2.x
    mad_pp r0.xyz, c30, r0, r1.xzww
    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)
 

