//
// Generated by Microsoft (R) D3DX9 Shader Compiler 
//
// Parameters:
//
//   float4 Ambient;
//   sampler2D Texture2D_0;
//   sampler2D Texture2D_1;
//   sampler2D Texture2D_2;
//   float UniformScalar_8;
//   float4 UniformVector_0;
//   float4 UniformVector_1;
//   float4 UniformVector_2;
//   float4 fogColor;
//   float globalOpacity;
//   
//   struct
//   {
//       float4 worldVector;
//       float4 color;
//       float4 channelMask;
//
//   } lights[5];
//   
//   float4 nvidiaHack;
//   sampler2D s_luminanceMap1;
//   sampler2D s_luminanceMap2;
//   sampler2D s_shadowMask;
//   float sceneDepthAlphaMask;
//   row_major float4x4 screenToWorld;
//
//
// Registers:
//
//   Name                Reg   Size
//   ------------------- ----- ----
//   lights              c0      15
//   screenToWorld       c15      4
//   fogColor            c19      1
//   sceneDepthAlphaMask c20      1
//   globalOpacity       c21      1
//   UniformVector_0     c22      1
//   UniformVector_1     c23      1
//   UniformVector_2     c24      1
//   UniformScalar_8     c25      1
//   Ambient             c26      1
//   nvidiaHack          c31      1
//   Texture2D_0         s0       1
//   Texture2D_1         s1       1
//   Texture2D_2         s2       1
//   s_luminanceMap1     s3       1
//   s_luminanceMap2     s4       1
//   s_shadowMask        s5       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 };
//
//   UniformVector_0
//     c22  = { 0, 0, 0, 0 };
//
//   UniformVector_1
//     c23  = { 0, 0, 0, 0 };
//
//   UniformVector_2
//     c24  = { 0, 0, 0, 0 };
//
//   UniformScalar_8
//     c25  = { 0, 0, 0, 0 };
//
//   Ambient
//     c26  = { 0, 0, 0, 0 };
//
//   nvidiaHack
//     c31  = { 0, 0, 0, 0 };
//

    ps_3_0
    def c27, 0.0500000007, 0.100000016, 0.5, 0
    def c28, 0.100000001, 0, 1, -2
    def c29, 9, 1, 0.100000001, 0
  dcl_texcoord8 v9.x
    dcl_texcoord6 v0
    dcl_texcoord7 v1.w
    dcl_texcoord3_pp v2.w
    dcl_texcoord4_pp v3.w
    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
    mov_pp r0.x, v2.w
    mov_pp r0.y, v3.w
    texld_pp r0, r0, s3
    texldp_pp r1, v0, s5
    dp4_sat_pp r0.w, r1, c2
    add_pp r0.w, -r0.w, c28.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, c28.z
    mul_sat_pp r0.y, r0.z, r0.y
    mul_pp r0.yzw, r0.y, c4.xxyz
    mul r3.xyz, c16, v0.y
    mad r3.xyz, v9.x, c15, r3
    mad r3.xyz, v0.w, c17, r3
    add r3.xyz, r3, c18
    mad r4.xyz, r3, -c3.w, c3
    nrm_pp r5.xyz, r4
    nrm_pp r4.xyz, v4
    dp3_sat_pp r2.w, r5, r4
    mul_pp r0.yzw, r0, r2.w
    mad r5.xyz, r3, -c0.w, c0
    nrm_pp r6.xyz, r5
    dp3_sat_pp r2.w, r6, r4
    mad_pp r0.yzw, r2.w, r2.xxyz, r0
    dp4_sat_pp r2.x, r1, c8
    add_pp r2.x, -r2.x, c28.z
    mul_sat_pp r0.x, r0.x, r2.x
    mul_pp r2.xyz, r0.x, c7
    mad r5.xyz, r3, -c6.w, c6
    nrm_pp r6.xyz, r5
    dp3_sat_pp r0.x, r6, r4
    mad_pp r0.xyz, r0.x, r2, r0.yzww
    dp4_sat_pp r0.w, r1, c11
    dp4_sat_pp r1.x, r1, c14
    add_pp r0.w, -r0.w, c28.z
    texld_pp r2, v5, s4
    mul_sat_pp r0.w, r0.w, r2.y
    mul_pp r1.yzw, r0.w, c10.xxyz
    mad r2.xyw, r3.xyzz, -c9.w, c9.xyzz
    mad r3.xyz, r3, -c12.w, c12
    nrm_pp r5.xyz, r2.xyww
    dp3_sat_pp r0.w, r5, r4
    mad_pp r0.xyz, r0.w, r1.yzww, r0
    add_pp r0.w, -r1.x, c28.z
    mul_sat_pp r0.w, r2.z, r0.w
    mul_pp r1.xyz, r0.w, c13
    nrm_pp r2.xyz, r3
    dp3_sat_pp r0.w, r2, r4
    mad_pp r0.xyz, r0.w, r1, r0
    mov r1.x, c25.x
    mad r1.xy, r1.x, v6, c22
    texld r1, r1, s0
    mul r1.y, r1.y, c28.x
    mov r1.x, c23.x
    mad r1.xy, c25.x, v6, r1
    mov r2.yz, c28
    mad r1.xy, c23.y, r2.yzzw, r1
    texld_pp r1, r1, s1
    mad_pp r0.w, r1.y, -c28.w, -c28.z
    mul r1.yz, r0.w, c27.xxyw
    mov r1.x, c24.x
    mad r1.xy, c25.x, v6, r1
    mad r1.xy, c24.y, r2.yzzw, r1
    texld_pp r3, r1, s1
    mad_pp r1.x, r3.y, -c28.w, -c28.z
    mad r1.x, r1.x, c27.y, r1.z
    mul r3.x, r1.x, c27.z
    mov r3.yw, c28.y
    add r1.xy, r3, v6
    texld r4, r1, s2
    mad_pp r1.xyw, r4.y, c29.xyzz, c29.ywzw
    mul_pp r0.xyz, r0, r1.xyww
    mad_sat_pp r2.x, v4.z, c27.z, c27.z
    mul_pp r2.x, r2.x, r2.x
    lrp_pp r3.x, r2.x, r2.z, c26.w
    mul_pp r1.xyw, r1, r3.x
    mad_pp r0.xyz, c26, r1.xyww, r0
    mul_pp r1.y, r0.w, c27.x
    mad r0.w, r0.w, c27.z, c27.z
    mov r1.x, c24.x
    mad r1.xy, c25.x, v6, r1
    mad r1.xy, c24.y, r2.yzzw, r1
    texld_pp r2, r1, s1
    mad_pp r1.x, r2.y, -c28.w, -c28.z
    mad r1.x, r1.x, c27.y, r1.z
    mul r3.z, r1.x, c27.z
    add r1.xy, r3.zwzw, v6
    texld r1, r1, s2
    mad_pp r0.xyz, r1.y, c29, r0
    mul_pp r0.w, r0.w, r1.y
    add_pp r0.xyz, r0, c28.zyyw
    add_pp r1.xyz, -r0, c19
    mad_pp oC0.xyz, v0.z, r1, r0
    mul r0.x, c21.x, v1.w
    mad_pp r0.x, r0.w, r0.x, c31.x
    add r0.y, -r0.x, v0.w
    mad_pp oC0.w, c20.x, r0.y, r0.x

// approximately 110 instruction slots used (9 texture, 101 arithmetic)
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