//
// Generated by Microsoft (R) D3DX9 Shader Compiler 
//
// Parameters:
//
//   float4 Ambient;
//   float depthFogAmount;
//   float4 depthFogColor;
//   float depthFogFarDistance;
//   float depthFogNearDistance;
//   float depthTintAmount;
//   float4 depthTintColor;
//   float depthTintFarDistance;
//   float depthTintNearDistance;
//   float3 diffuseColor;
//   float distortionBufferScale;
//   float distortionStrength;
//   float4 fogColor;
//   
//   struct
//   {
//       float4 worldVector;
//       float4 color;
//       float4 channelMask;
//
//   } lights[3];
//   
//   sampler2D mtbSampleSlot1;
//   sampler2D mtbSampleSlot2;
//   sampler2D mtbSampleSlot3;
//   sampler2D mtbSampleSlot4;
//   float normalMapBias;
//   float4 nvidiaHack;
//   sampler2D s_distortion;
//   sampler2D s_distortion2;
//   sampler2D s_luminanceMap1;
//   sampler2D s_sceneDepth;
//   sampler2D s_shadowMask;
//   samplerCUBE s_specular_cubemap;
//   float sceneDepthAlphaMask;
//   row_major float4x4 screenToWorld;
//   float3 specularColor;
//   float specularCubeMapBrightness;
//   float specularPower;
//   float3 worldEyePos;
//
//
// Registers:
//
//   Name                      Reg   Size
//   ------------------------- ----- ----
//   lights                    c0       9
//   screenToWorld             c9       4
//   fogColor                  c13      1
//   sceneDepthAlphaMask       c14      1
//   distortionBufferScale     c15      1
//   specularPower             c16      1
//   normalMapBias             c17      1
//   distortionStrength        c18      1
//   specularColor             c19      1
//   diffuseColor              c20      1
//   specularCubeMapBrightness c21      1
//   depthTintColor            c22      1
//   depthTintNearDistance     c23      1
//   depthTintFarDistance      c24      1
//   depthTintAmount           c25      1
//   depthFogColor             c26      1
//   depthFogNearDistance      c27      1
//   depthFogFarDistance       c28      1
//   depthFogAmount            c29      1
//   Ambient                   c30      1
//   nvidiaHack                c31      1
//   worldEyePos               c32      1
//   s_distortion              s0       1
//   s_distortion2             s1       1
//   s_sceneDepth              s2       1
//   mtbSampleSlot1            s3       1
//   mtbSampleSlot2            s4       1
//   mtbSampleSlot3            s5       1
//   mtbSampleSlot4            s6       1
//   s_specular_cubemap        s7       1
//   s_luminanceMap1           s8       1
//   s_shadowMask              s9       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 };
//
//   distortionBufferScale
//     c15  = { 0, 0, 0, 0 };
//
//   specularPower
//     c16  = { 0, 0, 0, 0 };
//
//   normalMapBias
//     c17  = { 0, 0, 0, 0 };
//
//   distortionStrength
//     c18  = { 0, 0, 0, 0 };
//
//   specularColor
//     c19  = { 0, 0, 0, 0 };
//
//   diffuseColor
//     c20  = { 0, 0, 0, 0 };
//
//   specularCubeMapBrightness
//     c21  = { 0, 0, 0, 0 };
//
//   depthTintColor
//     c22  = { 0, 0, 0, 0 };
//
//   depthTintNearDistance
//     c23  = { 0, 0, 0, 0 };
//
//   depthTintFarDistance
//     c24  = { 0, 0, 0, 0 };
//
//   depthTintAmount
//     c25  = { 0, 0, 0, 0 };
//
//   depthFogColor
//     c26  = { 0, 0, 0, 0 };
//
//   depthFogNearDistance
//     c27  = { 0, 0, 0, 0 };
//
//   depthFogFarDistance
//     c28  = { 0, 0, 0, 0 };
//
//   depthFogAmount
//     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, 2.20000005, 0.5, 10, 0
    def c34, 2, -1, 1, 40
    def c35, 1.00000001e-007, 50, 16, 1
  dcl_texcoord8 v9.x
    dcl_texcoord v0.xy
    dcl_texcoord1 v1
    dcl_texcoord6 v2
    dcl_texcoord7 v3.xyz
    dcl_texcoord3_pp v4
    dcl_texcoord4_pp v5
    dcl_texcoord5_pp v6.xyz
    dcl_2d s0
    dcl_2d s1
    dcl_2d s2
    dcl_2d s3
    dcl_2d s4
    dcl_2d s5
    dcl_2d s6
    dcl_cube s7
    dcl_2d s8
    dcl_2d s9
    mov_pp r0.yz, c19
    texld_pp r1, v0, s6
    mov_pp r0.x, r1.x
    mul_pp r0.xyz, r0, r0.x
    mov_pp r1.x, c19.x
    mul_pp r0.xyz, r0, r1
    mov_pp r1.x, v4.w
    mov_pp r1.y, v5.w
    texld_pp r1, r1, s8
    texldp_pp r2, v2, s9
    dp4_sat_pp r0.w, r2, c2
    add_pp r0.w, -r0.w, c34.z
    mul_sat_pp r0.w, r1.y, r0.w
    mul_pp r3.xyz, r0.w, c1
    dp4_sat_pp r0.w, r2, c5
    dp4_sat_pp r1.y, r2, c8
    add_pp r0.w, -r0.w, c34.z
    mul_sat_pp r0.w, r1.z, r0.w
    mul_pp r2.xyz, r0.w, c4
    mul r4.xyz, c10, v2.y
    mad r4.xyz, v9.x, c9, r4
    mad r4.xyz, v2.w, c11, r4
    add r4.xyz, r4, c12
    add r5.xyz, -r4, c32
    nrm_pp r6.xyz, r5
    mad r5.xyz, r4, -c3.w, c3
    dp3 r0.w, r5, r5
    rsq r0.w, r0.w
    mad_pp r7.xyz, r5, r0.w, r6
    mul_pp r5.xyz, r5, r0.w
    nrm_pp r8.xyz, r7
    texld_pp r7, v0, s4
    mad_pp r7.xyz, r7, c34.x, c34.y
    mul_pp r9.xyz, r7.y, v5
    mad_pp r9.xyz, r7.x, v4, r9
    mad_pp r9.xyz, r7.z, v6, r9
    nrm_pp r10.xyz, r9
    nrm_pp r9.xyz, r10
    dp3_sat_pp r0.w, r9, r8
    mov r8.xy, c35
    add_pp r1.zw, r8.xyxy, c16.x
    pow_pp r2.w, r0.w, r1.z
    mul_pp r8.xyz, r2, r2.w
    mad r11.xyz, r4, -c0.w, c0
    mad r4.xyz, r4, -c6.w, c6
    dp3 r0.w, r11, r11
    rsq r0.w, r0.w
    mad_pp r12.xyz, r11, r0.w, r6
    mul_pp r11.xyz, r11, r0.w
    nrm_pp r13.xyz, r12
    dp3_sat_pp r0.w, r9, r13
    pow_pp r2.w, r0.w, r1.z
    mad_pp r8.xyz, r2.w, r3, r8
    add_pp r0.w, -r1.y, c34.z
    mul_sat_pp r0.w, r1.x, r0.w
    mul_pp r12.xyz, r0.w, c7
    dp3 r0.w, r4, r4
    rsq r0.w, r0.w
    mad_pp r6.xyz, r4, r0.w, r6
    mul_pp r4.xyz, r4, r0.w
    nrm_pp r13.xyz, r6
    dp3_sat_pp r0.w, r9, r13
    pow_pp r2.w, r0.w, r1.z
    rcp r0.w, r1.w
    mad_pp r1.xyz, r2.w, r12, r8
    dp3_sat_pp r1.w, r5, r10
    mul_pp r2.xyz, r2, r1.w
    dp3_sat_pp r1.w, r11, r10
    dp3_sat_pp r2.w, r4, r10
    mad_pp r2.xyz, r1.w, r3, r2
    mad_pp r2.xyz, r2.w, r12, r2
    texld_pp r3, v0, s3
    mul_pp r3.xyz, r3, c20
    mul_pp r2.xyz, r2, r3
    mad_pp r1.xyz, r0, r1, r2
    mul_pp r0.xyz, r0, c21.x
    mul_pp r2.w, r0.w, c34.w
    dp3 r0.w, -v3, r7
    add r0.w, r0.w, r0.w
    mad r4.xyz, r7, -r0.w, -v3
    mul r5.xyz, r4.y, v5
    mad r4.xyw, r4.x, v4.xyzz, r5.xyzz
    mad r2.xyz, r4.z, v6, r4.xyww
    texldl_pp r2, r2, s7
    mad_pp r0.w, r2.w, c35.z, c35.w
    pow_pp r1.w, r0_abs.w, c33.x
    mul_pp r2.xyz, r2, r1.w
    mad_pp r0.xyz, r2, r0, r1
    dp3 r0.w, v6, r7
    mad_sat_pp r0.w, r0.w, c33.y, c33.y
    mul_pp r0.w, r0.w, r0.w
    mov r1.z, c34.z
    lrp_pp r2.x, r0.w, r1.z, c30.w
    mul_pp r1.xyz, r3, r2.x
    mul_pp r2.xyz, r1, c30
    mov_pp r3.xyz, c30
    mad_pp r1.xyz, r3, -r1, c13
    mad_pp r1.xyz, v2.z, r1, r2
    texld_pp r2, v1.zwzw, s5
    mad_pp r2.xy, r2.wyzw, c34.x, c34.y
    lrp_pp r3.xy, c17.x, r7, r2
    mov_pp r2.z, c33.z
    mul_pp r0.w, r2.z, c18.x
    mul_pp r2.xy, r3, r0.w
    mov r2.zw, c33.w
    add r3, -r2, v2
    texldp r3, r3, s2
    add_sat r0.w, r3.w, -v2.w
    mad r2, r0.w, -r2, v2
    mul r0.w, r2.w, c15.x
    min r3.xy, r0.w, r2
    mov r3.zw, r2
    texldp_pp r2, r3, s0
    texldp_pp r4, r3, s1
    texldp_pp r3, r3, s2
    mad_pp r2.xyz, r2, r4.w, r4
    texld_pp r4, v1, s3
    lrp_pp r3.xyz, r4.w, r1, r2
    mad r1.xyz, r3, c22, -r3
    add r0.w, r3.w, -c23.x
    add r1.w, r3.w, -c27.x
    rcp r2.x, c24.x
    mul_sat_pp r0.w, r0.w, r2.x
    mul r0.w, r0.w, c25.x
    mad_pp r1.xyz, r0.w, r1, r3
    rcp r0.w, c28.x
    mul_sat_pp r0.w, r1.w, r0.w
    mul r0.w, r0.w, c29.x
    lrp_pp r2.xyz, r0.w, c26, r1
    add_pp oC0.xyz, r0, r2
    add r0.x, -c31.x, v2.w
    mov_pp r1.x, c31.x
    mad_pp oC0.w, c14.x, r0.x, r1.x

// approximately 154 instruction slots used (13 texture, 141 arithmetic)
 

