//
// 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;
//   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
//   invBackFadeDistance   c13      1
//   water_row_sample      c14      1
//   reactiveTransform     c15      1
//   reactiveNormal        c16      1
//   reactiveDepthOffset   c17      1
//   fadePlane             c18      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 };
//
//   invBackFadeDistance
//     c13  = { 0, 0, 0, 0 };
//
//   water_row_sample
//     c14  = { 0, 0, 0, 0 };
//
//   reactiveTransform
//     c15  = { 0, 0, 0, 0 };
//
//   reactiveNormal
//     c16  = { 0, 0, 0, 0 };
//
//   reactiveDepthOffset
//     c17  = { 0, 0, 0, 0 };
//
//   fadePlane
//     c18  = { 0, 0, 0, 0 };
//

    vs_3_0
  def c253, 0.5, 0, 0.0625, 1
    def c19, 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
    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
    mov r0.xz, c19
    if_lt r0.x, c11.x
      dp4 r0.y, c15, v2
      add r1.x, r0.y, c19.y
      slt r0.y, r1.x, c19.z
      slt r0.w, c19.x, r1.x
      mul r0.y, r0.y, r0.w
      mul r1.yzw, r0.xzxx, c14.x
      texldl r1, r1, s0
      add r0.x, -r1.x, c19.z
      add_sat r0.x, r0.x, -c17.x
      mul r0.xzw, r0.x, c16.xyyz
      mad r0.xyz, r0.y, r0.xzww, v0
    else
      mov r0.xyz, v0
    endif
    mul r1.xy, r0, c18
    add r1.x, r1.y, r1.x
    mad r1.x, r0.z, c18.z, r1.x
    mov r0.w, v0.w
    dp4 r2.x, c0, r0
    mov r0.w, v0.w
    dp4 r2.w, c3, r0
    dp4 r2.y, c1, r0
    dp4 r2.z, c2, r0
    mov o7, r2
    add r0.x, r1.x, -c18.w
    mul o6.w, r0.x, c13.x
    rcp r0.x, c12.x
    mul_sat r0.x, r2.w, r0.x
    mad r0.x, v3.w, r0.x, -v3.w
    abs r0.y, c12.x
    slt r0.y, -r0.y, r0.y
    mad o5.w, r0.y, r0.x, v3.w
  dp4 o10.x, c7, r2
    dp4 r0.x, c7, r2
    dp4 r0.y, c8, r2
    mad r0.zw, r2.w, c19.xyzx, c19.xyxz
    mov r10.xyw, r0.xyzz
    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, c19.w
    exp r0.x, r0.x
    min r0.x, r0.x, c19.z
    mad r0.x, c9.w, -r0.x, c9.w
    mul r10.z, r0.x, c10.z
    mov o1, c19.xxzz
    mov o2, v1.xyyx
    mov o3.xy, v1
    mov o4, c19.x
    mov o5.xyz, v3
    mov o6.xyz, c19.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 59 instruction slots used (2 texture, 57 arithmetic)
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