//
// Generated by Microsoft (R) D3DX9 Shader Compiler 
//
// Parameters:
//
//   float EnableReactiveEffects;
//   float FadeInDistance;
//   row_major float2x3 diffuseTexTransform;
//   float4 fadePlane;
//   float4 fogColor;
//   float3 fogTransform;
//   float invBackFadeDistance;
//   row_major float2x3 opacityTexTransform;
//   float reactiveDepthOffset;
//   float3 reactiveNormal;
//   row_major float4x4 reactiveTransform;
//   sampler2D s_water_depth_mask;
//   row_major float3x4 screenDataToCamera;
//   float3 screenOrientation[2];
//   float4 screenTransform[2];
//   row_major float2x3 selfIllumTexTransform;
//   float3 subdivisionData;
//   float water_row_sample;
//   row_major float4x4 worldViewProj;
//
//
// Registers:
//
//   Name                  Reg   Size
//   --------------------- ----- ----
//   worldViewProj         c0       4
//   screenDataToCamera    c4       3
//   screenTransform       c7       2
//   diffuseTexTransform   c9       2
//   opacityTexTransform   c11      2
//   selfIllumTexTransform c13      2
//   screenOrientation     c15      2
//   fogColor              c17      1
//   fogTransform          c18      1
//   EnableReactiveEffects c19      1
//   FadeInDistance        c20      1
//   invBackFadeDistance   c21      1
//   water_row_sample      c22      1
//   reactiveTransform     c23      1
//   reactiveNormal        c24      1
//   reactiveDepthOffset   c25      1
//   fadePlane             c26      1
//   subdivisionData       c27      1
//   s_water_depth_mask    s0       1
//
//
// Default values:
//
//   worldViewProj
//     c0   = { 0, 0, 0, 0 };
//     c1   = { 0, 0, 0, 0 };
//     c2   = { 0, 0, 0, 0 };
//     c3   = { 0, 0, 0, 0 };
//
//   screenDataToCamera
//     c4   = { 0, 0, 0, 0 };
//     c5   = { 0, 0, 0, 0 };
//     c6   = { 0, 0, 0, 0 };
//
//   screenTransform
//     c7   = { 0, 0, 0, 0 };
//     c8   = { 0, 0, 0, 0 };
//
//   diffuseTexTransform
//     c9   = { 0, 0, 0, 0 };
//     c10  = { 0, 0, 0, 0 };
//
//   opacityTexTransform
//     c11  = { 0, 0, 0, 0 };
//     c12  = { 0, 0, 0, 0 };
//
//   selfIllumTexTransform
//     c13  = { 0, 0, 0, 0 };
//     c14  = { 0, 0, 0, 0 };
//
//   screenOrientation
//     c15  = { 0, 0, 0, 0 };
//     c16  = { 0, 0, 0, 0 };
//
//   fogColor
//     c17  = { 0, 0, 0, 0 };
//
//   fogTransform
//     c18  = { 0, 0, 0, 0 };
//
//   EnableReactiveEffects
//     c19  = { 0, 0, 0, 0 };
//
//   FadeInDistance
//     c20  = { 0, 0, 0, 0 };
//
//   invBackFadeDistance
//     c21  = { 0, 0, 0, 0 };
//
//   water_row_sample
//     c22  = { 0, 0, 0, 0 };
//
//   reactiveTransform
//     c23  = { 0, 0, 0, 0 };
//
//   reactiveNormal
//     c24  = { 0, 0, 0, 0 };
//
//   reactiveDepthOffset
//     c25  = { 0, 0, 0, 0 };
//
//   fadePlane
//     c26  = { 0, 0, 0, 0 };
//
//   subdivisionData
//     c27  = { 0, 0, 0, 0 };
//

    vs_3_0
  def c253, 0.5, 0, 0.0625, 1
    def c28, 2, -2, -1, 1
    def c29, 6.28318548, -3.14159274, 327.679993, 1.44269502
    def c30, 0, 0.5, 1, 0.499999583
  dcl_2d s1
    dcl_position v0
    dcl_texcoord v1
    dcl_texcoord1 v2
    dcl_texcoord2 v3
    dcl_color v4
    dcl_2d s0
    dcl_texcoord6 o0
    dcl_texcoord7 o1
    dcl_texcoord o2
    dcl_texcoord1 o3.xy
    dcl_texcoord2 o4
    dcl_color o5
    dcl_texcoord5 o6
  dcl_texcoord8 o10.x
    dcl_position o7
    mul r0.x, c27.y, v2.y
    mul r0.y, r0.x, c29.z
    slt r0.z, r0.y, -r0.y
    frc r0.w, r0.y
    slt r1.x, -r0.w, r0.w
    add r0.y, r0.y, -r0.w
    mad r0.y, r0.z, r1.x, r0.y
    mad r0.z, r0.x, c29.z, -r0.y
    mul r0.x, r0.y, c27.x
    mad r0.xy, v2.zwzw, c27, r0.xzzw
    mov r0.z, c30.z
    dp3 o3.y, c12, r0
    mov r1.xz, c30
    if_lt r1.x, c19.x
      dp4 r0.w, c23, v3
      add r2.x, r0.w, c30.y
      slt r0.w, r2.x, c30.z
      slt r1.y, c30.x, r2.x
      mul r0.w, r0.w, r1.y
      mul r2.yzw, r1.xzxx, c22.x
      texldl r1, r2, s0
      add r1.x, -r1.x, c30.z
      add_sat r1.x, r1.x, -c25.x
      mul r1.xyz, r1.x, c24
      mad r1.xyz, r0.w, r1, v0
    else
      mov r1.xyz, v0
    endif
    add r0.w, c30.z, v2.x
    mad r0.w, r0.w, c30.w, c30.y
    frc r0.w, r0.w
    mad r0.w, r0.w, c29.x, c29.y
    sincos r2.xy, r0.w
    mul r3.xyz, r2.y, c16
    mad r3.xyz, r2.x, c15, -r3
    mad r2.zw, v2, c28.xyxy, c28
    mul r2.zw, r2.xywz, v1.xyyx
    mad r1.xyz, r2.z, r3, r1
    mul r3.xyz, r2.x, c16
    mad r2.xyz, r2.y, c15, r3
    mad r1.xyz, r2.w, r2, r1
    mul r2.xy, r1, c26
    add r0.w, r2.y, r2.x
    mad r0.w, r1.z, c26.z, r0.w
    mov r1.w, v0.w
    dp4 r2.w, c3, r1
    dp4 r2.x, c0, r1
    dp4 r2.y, c1, r1
    dp4 r2.z, c2, r1
    mov o7, r2
    add r0.w, r0.w, -c26.w
    mul o6.w, r0.w, c21.x
    rcp r0.w, c20.x
    mul_sat r0.w, r2.w, r0.w
    mad r0.w, v4.w, r0.w, -v4.w
    abs r1.x, c20.x
    slt r1.x, -r1.x, r1.x
    mad o5.w, r1.x, r0.w, v4.w
  dp4 o10.x, c7, r2
    dp4 r1.x, c7, r2
    dp4 r1.y, c8, r2
    mad r1.zw, r2.w, c30.xyzx, c30.xyxz
    mov r10.xyw, r1.xyzz
    dp4 r2.z, c6, r1
    dp4 r2.x, c4, r1
    dp4 r2.y, c5, r1
    dp3 r0.w, r2, r2
    rsq r0.w, r0.w
    rcp r0.w, r0.w
    mad r0.w, r0.w, c18.x, c18.y
    mul r0.w, r0.w, c29.w
    exp_sat r0.w, r0.w
    mad r0.w, c17.w, -r0.w, c17.w
    mul r10.z, r0.w, c18.z
    dp3 o2.x, c9, r0
    dp3 o2.y, c10, r0
    dp3 o2.w, c13, r0
    dp3 o2.z, c14, r0
    dp3 o3.x, c11, r0
    mov o1, c30.xxzz
    mov o4, c30.x
    mov o5.xyz, v4
    mov o6.xyz, c30.x
 texldl r11, c253.z, s1
 add r11.y, r10.w, -r11.y
 mul r11.x, r11.x, r11.y
 mul r11.x, r11.x, c253.x
 add r10.x, r10.x, r11.x
 mov o0, r10

// approximately 92 instruction slots used (2 texture, 90 arithmetic)
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