//TRY
// Generated by Microsoft (R) D3DX9 Shader Compiler 
//
// Parameters:
//
//   row_major float2x3 blendTexTransform;
//   row_major float2x3 edgeDiffuseTexTransform;
//   row_major float2x3 edgeOpacityTexTransform;
//   row_major float2x3 edgeSpecularTexTransform;
//   row_major float2x3 facingDiffuseTexTransform;
//   row_major float2x3 facingOpacityTexTransform;
//   row_major float2x3 facingSpecularTexTransform;
//   float4 fogColor;
//   float3 fogTransform;
//   float3 localEyePos;
//   row_major float3x3 localToWorld;
//   float4 luminanceMapUVPacking;
//   row_major float2x3 normalTexTransform;
//   row_major float3x4 screenDataToCamera;
//   float4 screenTransform[2];
//   row_major float4x4 worldViewProj;
//
//
// Registers:
//
//   Name                       Reg   Size
//   -------------------------- ----- ----
//   worldViewProj              c0       4
//   screenDataToCamera         c4       3
//   localToWorld               c7       3
//   screenTransform            c10      2
//   blendTexTransform          c12      2
//   normalTexTransform         c14      2
//   edgeOpacityTexTransform    c16      2
//   facingOpacityTexTransform  c18      2
//   edgeDiffuseTexTransform    c20      2
//   facingDiffuseTexTransform  c22      2
//   facingSpecularTexTransform c24      2
//   edgeSpecularTexTransform   c26      2
//   fogColor                   c28      1
//   fogTransform               c29      1
//   localEyePos                c30      1
//   luminanceMapUVPacking      c32      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 };
//
//   localToWorld
//     c7   = { 0, 0, 0, 0 };
//     c8   = { 0, 0, 0, 0 };
//     c9   = { 0, 0, 0, 0 };
//
//   screenTransform
//     c10  = { 0, 0, 0, 0 };
//     c11  = { 0, 0, 0, 0 };
//
//   blendTexTransform
//     c12  = { 0, 0, 0, 0 };
//     c13  = { 0, 0, 0, 0 };
//
//   normalTexTransform
//     c14  = { 0, 0, 0, 0 };
//     c15  = { 0, 0, 0, 0 };
//
//   edgeOpacityTexTransform
//     c16  = { 0, 0, 0, 0 };
//     c17  = { 0, 0, 0, 0 };
//
//   facingOpacityTexTransform
//     c18  = { 0, 0, 0, 0 };
//     c19  = { 0, 0, 0, 0 };
//
//   edgeDiffuseTexTransform
//     c20  = { 0, 0, 0, 0 };
//     c21  = { 0, 0, 0, 0 };
//
//   facingDiffuseTexTransform
//     c22  = { 0, 0, 0, 0 };
//     c23  = { 0, 0, 0, 0 };
//
//   facingSpecularTexTransform
//     c24  = { 0, 0, 0, 0 };
//     c25  = { 0, 0, 0, 0 };
//
//   edgeSpecularTexTransform
//     c26  = { 0, 0, 0, 0 };
//     c27  = { 0, 0, 0, 0 };
//
//   fogColor
//     c28  = { 0, 0, 0, 0 };
//
//   fogTransform
//     c29  = { 0, 0, 0, 0 };
//
//   localEyePos
//     c30  = { 0, 0, 0, 0 };
//
//   luminanceMapUVPacking
//     c32  = { 0, 0, 0, 0 };
//

    vs_3_0
    def c31, 0.00784313772, -1, 1, 0
    def c33, 1.44269502, 0, 0, 0
  def c253, 0.5, 0, 0.0625, 1
  dcl_2d s1
    dcl_position v0
    dcl_tangent v1
    dcl_binormal v2
    dcl_normal v3
    dcl_texcoord v4
    dcl_texcoord1 v5
    dcl_texcoord2 v6
    dcl_texcoord o0
    dcl_texcoord1 o1
    dcl_texcoord2 o2
    dcl_color1 o3
    dcl_texcoord6 o4
    dcl_texcoord7 o5
    dcl_texcoord3 o6
    dcl_texcoord4 o7
    dcl_texcoord5 o8
    dcl_color o9.xyz
    dcl_position o10
    add r0.xyz, c30, -v0
    mad r1.xyz, v1, c31.x, c31.y
    dp3 o5.x, r0, r1
    mad r2.xyz, v2, c31.x, c31.y
    dp3 o5.y, r0, r2
    mad r3.xyz, v3, c31.x, c31.y
    dp3 o5.z, r0, r3
    dp4 r0.x, c0, v0
    dp4 r0.y, c1, v0
    dp4 r0.z, c2, v0
    dp4 r0.w, c3, v0
    dp4 r4.x, c10, r0
    dp4 r4.y, c11, r0
    mov o10, r0
    mad r4.zw, r0.w, c31, c31.xywz
    dp4 r0.x, c4, r4
    dp4 r0.y, c5, r4
    dp4 r0.z, c6, r4
    mov r10.xyw, r4.xyzz
    dp3 r0.x, r0, r0
    rsq r0.x, r0.x
    rcp r0.x, r0.x
    mad r0.x, r0.x, c29.x, c29.y
    mul r0.x, r0.x, c33.x
    exp_sat r0.x, r0.x
    mad r0.x, c28.w, -r0.x, c28.w
    mul r10.z, r0.x, c29.z
    mad r0.xyz, v4.xyxw, c31.zzww, c31.wwzw
    dp3 o0.x, c12, r0
    dp3 o0.y, c13, r0
    dp3 o0.w, c14, r0
    dp3 o0.z, c15, r0
    dp3 o1.x, c16, r0
    dp3 o1.y, c17, r0
    dp3 o1.w, c18, r0
    dp3 o1.z, c19, r0
    dp3 o2.x, c20, r0
    dp3 o2.y, c21, r0
    dp3 o2.w, c22, r0
    dp3 o2.z, c23, r0
    dp3 o3.x, c26, r0
    dp3 o3.y, c27, r0
    dp3 o3.w, c24, r0
    dp3 o3.z, c25, r0
    mul r0.xyz, r1.y, c8
    mad r0.xyz, r1.x, c7, r0
    mad o6.xyz, r1.z, c9, r0
    mul r0.xyz, r2.y, c8
    mad r0.xyz, r2.x, c7, r0
    mad o7.xyz, r2.z, c9, r0
    mul r0.xyz, r3.y, c8
    mad r0.xyz, r3.x, c7, r0
    mad o8.xyz, r3.z, c9, r0
    mad o9.xy, v6, c32, c32.zwzw
    mov o5.w, c31.z
    mad r0.xy, v5, c32, c32.zwzw
    mov o6.w, r0.x
    mov o7.w, r0.y
    mov o8.w, c31.w
    mov o9.z, c31.w
 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 o4, r10

// approximately 60 instruction slots used
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