//
// Generated by Microsoft (R) D3DX9 Shader Compiler 
//
// Parameters:
//
//   float EnableReactiveEffects;
//   float FadeInDistance;
//   float4 fadePlane;
//   float4 fogColor;
//   float3 fogTransform;
//   float invBackFadeDistance;
//   float reactiveDepthOffset;
//   float3 reactiveNormal;
//   row_major float4x4 reactiveTransform;
//   sampler2D s_water_depth_mask;
//   row_major float3x4 screenDataToCamera;
//   float3 screenOrientation[2];
//   float4 screenTransform[2];
//   float3 subdivisionData;
//   float water_row_sample;
//   row_major float4x4 worldViewProj;
//
//
// Registers:
//
//   Name                  Reg   Size
//   --------------------- ----- ----
//   worldViewProj         c0       4
//   screenDataToCamera    c4       3
//   screenTransform       c7       2
//   screenOrientation     c9       2
//   fogColor              c11      1
//   fogTransform          c12      1
//   EnableReactiveEffects c13      1
//   FadeInDistance        c14      1
//   invBackFadeDistance   c15      1
//   water_row_sample      c16      1
//   reactiveTransform     c17      1
//   reactiveNormal        c18      1
//   reactiveDepthOffset   c19      1
//   fadePlane             c20      1
//   subdivisionData       c21      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 };
//
//   screenOrientation
//     c9   = { 0, 0, 0, 0 };
//     c10  = { 0, 0, 0, 0 };
//
//   fogColor
//     c11  = { 0, 0, 0, 0 };
//
//   fogTransform
//     c12  = { 0, 0, 0, 0 };
//
//   EnableReactiveEffects
//     c13  = { 0, 0, 0, 0 };
//
//   FadeInDistance
//     c14  = { 0, 0, 0, 0 };
//
//   invBackFadeDistance
//     c15  = { 0, 0, 0, 0 };
//
//   water_row_sample
//     c16  = { 0, 0, 0, 0 };
//
//   reactiveTransform
//     c17  = { 0, 0, 0, 0 };
//
//   reactiveNormal
//     c18  = { 0, 0, 0, 0 };
//
//   reactiveDepthOffset
//     c19  = { 0, 0, 0, 0 };
//
//   fadePlane
//     c20  = { 0, 0, 0, 0 };
//
//   subdivisionData
//     c21  = { 0, 0, 0, 0 };
//

    vs_3_0
  def c253, 0.5, 0, 0.0625, 1
    def c22, 2, -2, 327.679993, 1.44269502
    def c23, -1, 1, 0.499999583, 0.5
    def c24, 6.28318548, -3.14159274, 0, 0
    def c25, 0, 0.5, 1, 327.679993
  dcl_2d s1
    dcl_position v0
    dcl_texcoord v1
    dcl_texcoord1 v2
    dcl_texcoord2 v3
    dcl_color v4
    dcl_2d s0
    dcl_texcoord6 o0.x
    dcl_texcoord o1
    dcl_color o2
    dcl_texcoord5 o3
    dcl_position o4
    mov o3.xyz, c25.x
    mov o2.xyz, v4
    mov r0.xz, c25
    if_lt r0.x, c13.x
      dp4 r0.y, c17, v3
      add r1.x, r0.y, c25.y
      slt r0.y, r1.x, c25.z
      slt r0.w, c25.x, r1.x
      mul r0.y, r0.y, r0.w
      mul r1.yzw, r0.xzxx, c16.x
      texldl r1, r1, s0
      add r0.x, -r1.x, c25.z
      add_sat r0.x, r0.x, -c19.x
      mul r0.xzw, r0.x, c18.xyyz
      mad r0.xyz, r0.y, r0.xzww, v0
    else
      mov r0.xyz, v0
    endif
    mul r0.w, c25.w, v2.y
    mul r1.x, r0.w, c21.y
    slt r1.y, r1.x, -r1.x
    frc r1.z, r1.x
    slt r1.w, -r1.z, r1.z
    add r1.x, r1.x, -r1.z
    mad r1.x, r1.y, r1.w, r1.x
    mad r1.z, r0.w, c21.y, -r1.x
    mul r1.y, r1.x, c21.x
    mad o1.xy, v2.zwzw, c21, r1.yzzw
    add r0.w, c25.z, v2.x
    mad r0.w, r0.w, c23.z, c23.w
    frc r0.w, r0.w
    mad r0.w, r0.w, c24.x, c24.y
    sincos r1.xy, r0.w
    mul r2.xyz, r1.y, c10
    mad r2.xyz, r1.x, c9, -r2
    mov r3.xy, c23
    mad r3.xyz, v2.zwyw, c22, r3.xyyw
    mul r1.zw, r3.xyyx, v1.xyyx
    mad r0.xyz, r1.z, r2, r0
    mul r2.xyz, r1.x, c10
    mad r1.xyz, r1.y, c9, r2
    mad r0.xyz, r1.w, r1, r0
    mov r0.w, v0.w
    dp4 r1.w, c3, r0
    dp4 r1.x, c0, r0
    dp4 r1.y, c1, r0
    dp4 r1.z, c2, r0
    mov o4, r1
    dp4 r2.x, c7, r1
    dp4 r2.y, c8, r1
    mad r2.zw, r1.w, c25.xyzx, c25.xyxz
    dp4 r1.z, c6, r2
    mul r0.xy, r0, c20
    add r0.x, r0.y, r0.x
    mad r0.x, r0.z, c20.z, r0.x
    dp4 r1.x, c4, r2
    dp4 r1.y, c5, r2
    dp3 r0.y, r1, r1
    add r0.x, r0.x, -c20.w
    mul o3.w, r0.x, c15.x
    min r0.x, r3.z, c21.z
    mul r0.z, r0.x, c21.y
    slt r0.w, r0.z, -r0.z
    frc r1.x, r0.z
    slt r1.y, -r1.x, r1.x
    add r0.z, r0.z, -r1.x
    mad r0.z, r0.w, r1.y, r0.z
    mad r0.x, r0.x, c21.y, -r0.z
    mul r0.w, r0.z, c21.x
    mad o1.zw, v2.xywz, c21.xyyx, r0.xyxw
    rcp r0.x, c14.x
    mul_sat r0.x, r1.w, r0.x
    mad r0.x, v4.w, r0.x, -v4.w
    abs r0.z, c14.x
    slt r0.z, -r0.z, r0.z
    mad o2.w, r0.z, r0.x, v4.w
    rsq r0.x, r0.y
    rcp r0.x, r0.x
    mad r0.x, r0.x, c12.x, c12.y
    mul r0.x, r0.x, c22.w
    exp r0.x, r0.x
    min r0.x, r0.x, c25.z
    mad r0.x, c11.w, -r0.x, c11.w
    mul o0.x, r0.x, c12.z

// approximately 94 instruction slots used (2 texture, 92 arithmetic)
 

