//
// Generated by Microsoft (R) D3DX9 Shader Compiler 
//
// Parameters:
//
//   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
//   worldEyePos         c27      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 };
//
//   worldEyePos
//     c27  = { 0, 0, 0, 0 };
//
//   nvidiaHack
//     c31  = { 0, 0, 0, 0 };
//

    ps_3_0
    def c28, 4, 2, -1, 0.5
    def c29, 135, 80, 0, 0
    def c30, -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, c5
    add_pp r0.w, -r0.w, -c28.z
    mul_sat_pp r0.z, r0.z, r0.w
    mul_pp r2.xyz, r0.z, c4
    mov r3.x, c28.x
    mad r0.zw, v6.xyxy, r3.x, c25.xyxy
    texld_pp r4, r0.zwzw, s1
    mad_pp r3.yzw, r4.xwyz, c28.y, c28.z
    mad r0.zw, v6.xyxy, r3.x, c26.xyxy
    texld_pp r4, r0.zwzw, s1
    mad_pp r4.xyz, r4.wyzw, c28.y, c28.z
    lrp r5.xyz, c28.w, r4, r3.yzww
    mul r0.zw, c28.x, v6.xyxy
    texld_pp r3, r0.zwzw, s0
    texld r4, r0.zwzw, s3
    mad_pp r3.xyz, r3, c28.y, c28.z
    texld r6, v6, s2
    lrp_pp r7.xyz, r6.x, r5, r3
    mul_pp r3.xyz, r7.y, v3
    mad_pp r3.xyz, r7.x, v2, r3
    mad_pp r3.xyz, r7.z, v4, r3
    nrm_pp r5.xyz, r3
    nrm_pp r3.xyz, r5
    mul r6.yzw, c19.xxyz, v0.y
    mad r6.yzw, v9.x, c18.xxyz, r6
    mad r6.yzw, v0.w, c20.xxyz, r6
    add r6.yzw, r6, c21.xxyz
    mad r7.xyz, r6.yzww, -c3.w, c3
    dp3 r0.z, r7, r7
    rsq r0.z, r0.z
    add r8.xyz, -r6.yzww, c27
    nrm_pp r9.xyz, r8
    mad_pp r8.xyz, r7, r0.z, r9
    mul_pp r7.xyz, r7, r0.z
    nrm_pp r10.xyz, r8
    dp3_sat_pp r0.z, r3, r10
    mad_pp r0.w, r6.x, c29.x, c29.y
    pow_pp r2.w, r0.z, r0.w
    mul_pp r8.xyz, r2, r2.w
    dp4_sat_pp r0.z, r1, c2
    add_pp r0.z, -r0.z, -c28.z
    mul_sat_pp r0.y, r0.y, r0.z
    mul_pp r10.xyz, r0.y, c1
    mad r11.xyz, r6.yzww, -c0.w, c0
    dp3 r0.y, r11, r11
    rsq r0.y, r0.y
    mad_pp r12.xyz, r11, r0.y, r9
    mul_pp r11.xyz, r11, r0.y
    nrm_pp r13.xyz, r12
    dp3_sat_pp r0.y, r3, r13
    pow_pp r2.w, r0.y, r0.w
    mad_pp r8.xyz, r2.w, r10, r8
    dp4_sat_pp r0.y, r1, c8
    add_pp r0.y, -r0.y, -c28.z
    mul_sat_pp r0.x, r0.x, r0.y
    mul_pp r0.xyz, r0.x, c7
    mad r12.xyz, r6.yzww, -c6.w, c6
    dp3 r2.w, r12, r12
    rsq r2.w, r2.w
    mad_pp r13.xyz, r12, r2.w, r9
    mul_pp r12.xyz, r12, r2.w
    nrm_pp r14.xyz, r13
    dp3_sat_pp r2.w, r3, r14
    pow_pp r3.w, r2.w, r0.w
    mad_pp r8.xyz, r3.w, r0, r8
    mad r13.xyz, r6.yzww, -c9.w, c9
    dp3 r2.w, r13, r13
    rsq r2.w, r2.w
    mad_pp r14.xyz, r13, r2.w, r9
    mul_pp r13.xyz, r13, r2.w
    nrm_pp r15.xyz, r14
    dp3_sat_pp r2.w, r3, r15
    pow_pp r3.w, r2.w, r0.w
    dp4_sat_pp r2.w, r1, c11
    add_pp r2.w, -r2.w, -c28.z
    texld_pp r14, v5, s5
    mul_sat_pp r2.w, r2.w, r14.y
    mul_pp r15.xyz, r2.w, c10
    mad_pp r8.xyz, r3.w, r15, r8
    mad r16.xyz, r6.yzww, -c12.w, c12
    mad r6.yzw, r6, -c15.w, c15.xxyz
    dp3 r2.w, r16, r16
    rsq r2.w, r2.w
    mad_pp r17.xyz, r16, r2.w, r9
    mul_pp r16.xyz, r16, r2.w
    nrm_pp r18.xyz, r17
    dp3_sat_pp r2.w, r3, r18
    pow_pp r3.w, r2.w, r0.w
    dp4_sat_pp r2.w, r1, c14
    dp4_sat_pp r1.x, r1, c17
    add_pp r1.y, -r2.w, -c28.z
    mul_sat_pp r1.y, r14.z, r1.y
    mul_pp r1.yzw, r1.y, c13.xxyz
    mad_pp r8.xyz, r3.w, r1.yzww, r8
    dp3 r2.w, r6.yzww, r6.yzww
    rsq r2.w, r2.w
    mad_pp r9.xyz, r6.yzww, r2.w, r9
    mul_pp r6.yzw, r6, r2.w
    nrm_pp r17.xyz, r9
    dp3_sat_pp r2.w, r3, r17
    pow_pp r3.x, r2.w, r0.w
    add_pp r0.w, -r1.x, -c28.z
    mul_sat_pp r0.w, r14.x, r0.w
    mul_pp r3.yzw, r0.w, c16.xxyz
    mad_pp r8.xyz, r3.x, r3.yzww, r8
    dp3_sat_pp r0.w, r7, r5
    mul_pp r2.xyz, r2, r0.w
    dp3_sat_pp r0.w, r11, r5
    mad_pp r2.xyz, r0.w, r10, r2
    dp3_sat_pp r0.w, r12, r5
    mad_pp r0.xyz, r0.w, r0, r2
    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, r6.yzww, r5
    mad_pp r0.xyz, r0.w, r1.yzww, r0
    mad_pp r0.xyz, r1.x, r3.yzww, r0
    mul r1.xyz, r4, r6.x
    mad_pp r1.xyz, r1, c30.x, r4
    mul_pp r0.xyz, r0, r1
    mul r1.xyz, r4, c30.y
    mad r2.xyz, r4, -c30.y, c30.z
    mad_pp r1.xyz, r6.x, r2, r1
    mad_pp r0.xyz, r1, r8, 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 164 instruction slots used (8 texture, 156 arithmetic)
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