//
// Generated by Microsoft (R) D3DX9 Shader Compiler 
//
// Parameters:
//
//   float Time;
//   float4 VertexAnimation;
//   row_major float2x3 coverageMaskTexTransform;
//   row_major float2x3 diffuseTexTransform1;
//   row_major float2x3 diffuseTexTransform2;
//   float4 fogColor;
//   float3 fogTransform;
//   
//   struct
//   {
//       float4 light_vector;
//       float invradius;
//       float4 projection[3];
//
//   } lights;
//   
//   float3 localEyePos;
//   row_major float2x3 normalTexTransform1;
//   row_major float2x3 normalTexTransform2;
//   row_major float4x4 reactiveTransform;
//   row_major float3x4 screenDataToCamera;
//   float4 screenTransform[2];
//   row_major float2x3 specularTexTransform1;
//   row_major float2x3 specularTexTransform2;
//   row_major float4x4 worldViewProj;
//
//
// Registers:
//
//   Name                     Reg   Size
//   ------------------------ ----- ----
//   lights                   c0       5
//   worldViewProj            c5       4
//   reactiveTransform        c9       4
//   screenDataToCamera       c13      3
//   screenTransform          c16      2
//   diffuseTexTransform1     c18      2
//   diffuseTexTransform2     c20      2
//   normalTexTransform1      c22      2
//   normalTexTransform2      c24      2
//   coverageMaskTexTransform c26      2
//   specularTexTransform1    c28      2
//   fogColor                 c30      1
//   specularTexTransform2    c32      2
//   fogTransform             c34      1
//   localEyePos              c35      1
//   Time                     c36      1
//   VertexAnimation          c37      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 };
//
//   worldViewProj
//     c5   = { 0, 0, 0, 0 };
//     c6   = { 0, 0, 0, 0 };
//     c7   = { 0, 0, 0, 0 };
//     c8   = { 0, 0, 0, 0 };
//
//   reactiveTransform
//     c9   = { 0, 0, 0, 0 };
//     c10  = { 0, 0, 0, 0 };
//     c11  = { 0, 0, 0, 0 };
//     c12  = { 0, 0, 0, 0 };
//
//   screenDataToCamera
//     c13  = { 0, 0, 0, 0 };
//     c14  = { 0, 0, 0, 0 };
//     c15  = { 0, 0, 0, 0 };
//
//   screenTransform
//     c16  = { 0, 0, 0, 0 };
//     c17  = { 0, 0, 0, 0 };
//
//   diffuseTexTransform1
//     c18  = { 0, 0, 0, 0 };
//     c19  = { 0, 0, 0, 0 };
//
//   diffuseTexTransform2
//     c20  = { 0, 0, 0, 0 };
//     c21  = { 0, 0, 0, 0 };
//
//   normalTexTransform1
//     c22  = { 0, 0, 0, 0 };
//     c23  = { 0, 0, 0, 0 };
//
//   normalTexTransform2
//     c24  = { 0, 0, 0, 0 };
//     c25  = { 0, 0, 0, 0 };
//
//   coverageMaskTexTransform
//     c26  = { 0, 0, 0, 0 };
//     c27  = { 0, 0, 0, 0 };
//
//   specularTexTransform1
//     c28  = { 0, 0, 0, 0 };
//     c29  = { 0, 0, 0, 0 };
//
//   fogColor
//     c30  = { 0, 0, 0, 0 };
//
//   specularTexTransform2
//     c32  = { 0, 0, 0, 0 };
//     c33  = { 0, 0, 0, 0 };
//
//   fogTransform
//     c34  = { 0, 0, 0, 0 };
//
//   localEyePos
//     c35  = { 0, 0, 0, 0 };
//
//   Time
//     c36  = { 0, 0, 0, 0 };
//
//   VertexAnimation
//     c37  = { 0, 0, 0, 0 };
//

    vs_3_0
  def c253, 0.5, 0, 0.0625, 1
    def c31, 0.00784313772, -1, 0.159154937, 0.5
    def c38, 6.28318548, -3.14159274, 1, 0
    def c39, 1.44269502, 9.99999975e-005, 0, 0
  dcl_2d s1
    dcl_position v0
    dcl_tangent v1
    dcl_binormal v2
    dcl_normal v3
    dcl_texcoord v4
    dcl_texcoord6 o0
    dcl_texcoord7 o1
    dcl_texcoord o2
    dcl_texcoord1 o3
    dcl_texcoord2 o4
    dcl_color1 o5
    dcl_texcoord3 o6
    dcl_texcoord4 o7
    dcl_texcoord5 o8.xyz
  dcl_texcoord8 o10.x
    dcl_position o9
    mad r0.xyz, v1, c31.x, c31.y
    mul r1.xy, c36.x, v0
    mul r1.xy, r1, c37
    mad r1.xy, r1, c31.z, c31.w
    frc r1.xy, r1
    mad r1.xy, r1, c38.x, c38.y
    sincos r2.y, r1.y
    sincos r3.y, r1.x
    mul r0.w, r2.y, c37.w
    mad r0.w, r3.y, c37.z, r0.w
    add r1.z, r0.w, v0.z
    mov r1.xyw, v0
    add r2.xyz, -r1, c35
    dp3 o1.x, r2, r0
    mad r3.xyz, v2, c31.x, c31.y
    dp3 o1.y, r2, r3
    mad r4.xyz, v3, c31.x, c31.y
    dp3 o1.z, r2, r4
    dp4 r2.x, c5, r1
    dp4 r2.y, c6, r1
    dp4 r2.z, c7, r1
    dp4 r2.w, c8, r1
  dp4 o10.x, c16, r2
    dp4 r5.x, c16, r2
    dp4 r5.y, c17, r2
    mov o9, r2
    mad r5.zw, r2.w, c38, c38.xywz
    dp4 r2.x, c13, r5
    dp4 r2.y, c14, r5
    dp4 r2.z, c15, r5
    mov r10.xyw, r5.xyzz
    dp3 r0.w, r2, r2
    rsq r0.w, r0.w
    rcp r0.w, r0.w
    mad r0.w, r0.w, c34.x, c34.y
    mul r0.w, r0.w, c39.x
    exp_sat r0.w, r0.w
    mad r0.w, c30.w, -r0.w, c30.w
    mul r10.z, r0.w, c34.z
    mad r2.xyz, v4.xyxw, c38.zzww, c38.wwzw
    dp3 o3.x, c26, r2
    dp3 o3.y, c27, r2
    dp4 r0.w, c9, r1
    add o3.z, -r0.w, -c31.y
    dp4 r0.w, c12, r1
    max r0.w, r0.w, c39.y
    rcp r0.w, r0.w
    dp4 r2.w, c11, r1
    mad o3.w, r2.w, -r0.w, -c31.y
    dp3 o2.x, c22, r2
    dp3 o2.y, c23, r2
    dp3 o2.w, c24, r2
    dp3 o2.z, c25, r2
    dp3 o4.x, c18, r2
    dp3 o4.y, c19, r2
    dp3 o4.z, c20, r2
    dp3 o4.w, c21, r2
    dp3 o5.x, c28, r2
    dp3 o5.y, c29, r2
    dp3 o5.z, c32, r2
    dp3 o5.w, c33, r2
    mad r2.xyz, r1, -c0.w, c0
    dp3 o8.x, r2, r0
    dp3 o8.y, r2, r3
    dp3 o8.z, r2, r4
    mul o7.xyz, r2, c1.x
    mov o1.w, -c31.y
    dp4 r0.x, r1, c2
    dp4 r0.y, r1, c3
    dp4 r0.z, r1, c4
    mov o6, r0.xyzz
    mov o7.w, c0.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 o0, r10

// approximately 85 instruction slots used
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