//
// Generated by Microsoft (R) D3DX9 Shader Compiler 
//
// Parameters:
//
//   float EnableReactiveEffects;
//   float FadeInDistance;
//   float4 fogColor;
//   float3 fogTransform;
//   float reactiveDepthOffset;
//   float3 reactiveNormal;
//   row_major float4x4 reactiveTransform;
//   sampler2D s_water_depth_mask;
//   row_major float3x4 screenDataToCamera;
//   float4 screenTransform[2];
//   float water_row_sample;
//   row_major float4x4 worldViewProj;
//
//
// Registers:
//
//   Name                  Reg   Size
//   --------------------- ----- ----
//   worldViewProj         c0       4
//   screenDataToCamera    c4       3
//   screenTransform       c7       2
//   fogColor              c9       1
//   fogTransform          c10      1
//   EnableReactiveEffects c11      1
//   FadeInDistance        c12      1
//   water_row_sample      c13      1
//   reactiveTransform     c14      1
//   reactiveNormal        c15      1
//   reactiveDepthOffset   c16      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 };
//
//   fogColor
//     c9   = { 0, 0, 0, 0 };
//
//   fogTransform
//     c10  = { 0, 0, 0, 0 };
//
//   EnableReactiveEffects
//     c11  = { 0, 0, 0, 0 };
//
//   FadeInDistance
//     c12  = { 0, 0, 0, 0 };
//
//   water_row_sample
//     c13  = { 0, 0, 0, 0 };
//
//   reactiveTransform
//     c14  = { 0, 0, 0, 0 };
//
//   reactiveNormal
//     c15  = { 0, 0, 0, 0 };
//
//   reactiveDepthOffset
//     c16  = { 0, 0, 0, 0 };
//

    vs_3_0
  def c253, 0.5, 0, 0.0625, 1
    def c17, 0, 0.5, 1, 1.44269502
  dcl_2d s1
    dcl_position v0
    dcl_texcoord v1
    dcl_texcoord2 v2
    dcl_color v3
    dcl_2d s0
    dcl_texcoord6 o0.x
    dcl_texcoord o1
    dcl_color o2
    dcl_position o3
    mul o1, c17.zzxx, v1.xyxx
    mov o2.xyz, v3
    abs r0.x, c12.x
    slt r0.x, -r0.x, r0.x
    rcp r0.y, c12.x
    mov r1.xz, c17
    if_lt r1.x, c11.x
      dp4 r0.z, c14, v2
      add r2.x, r0.z, c17.y
      slt r0.z, r2.x, c17.z
      slt r0.w, c17.x, r2.x
      mul r0.z, r0.z, r0.w
      mul r2.yzw, r1.xzxx, c13.x
      texldl r1, r2, s0
      add r0.w, -r1.x, c17.z
      add_sat r0.w, r0.w, -c16.x
      mul r1.xyz, r0.w, c15
      mad r1.xyz, r0.z, r1, v0
    else
      mov r1.xyz, v0
    endif
    mov r2.xyz, r1
    mov r2.w, v0.w
    dp4 r3.w, c3, r2
    mul_sat r0.y, r0.y, r3.w
    mad r0.y, v3.w, r0.y, -v3.w
    mad o2.w, r0.x, r0.y, v3.w
    mov r1.w, v0.w
    dp4 r3.x, c0, r1
    dp4 r3.y, c1, r2
    dp4 r3.z, c2, r2
    mov o3, r3
    dp4 r0.x, c7, r3
    dp4 r0.y, c8, r3
    mad r0.zw, r3.w, c17.xyzx, c17.xyxz
    dp4 r1.z, c6, r0
    dp4 r1.x, c4, r0
    dp4 r1.y, c5, r0
    dp3 r0.x, r1, r1
    rsq r0.x, r0.x
    rcp r0.x, r0.x
    mad r0.x, r0.x, c10.x, c10.y
    mul r0.x, r0.x, c17.w
    exp_sat r0.x, r0.x
    mad r0.x, c9.w, -r0.x, c9.w
    mul o0.x, r0.x, c10.z

// approximately 49 instruction slots used (2 texture, 47 arithmetic)
 

