//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.08.299.0000
//
//   vsa shaderdump19/SKIN2000.pso /Fcshaderdump19/SKIN2000.pso.dis
//
//
// Parameters:
//
float4 AmbientColor : register(c1);
sampler2D BaseMap : register(s0);
sampler2D FaceGenMap0 : register(s2);
sampler2D FaceGenMap1 : register(s3);
sampler2D NormalMap : register(s1);
float4 PSLightColor[4] : register(c2);
float4 Toggles : register(c7);
float4 TESR_SkinData : register(c8);
float4 TESR_SkinColor : register(c9);
float4 TESR_ShadowData : register(c17);

sampler2D TESR_ShadowMapBufferNear : register(s8) = sampler_state { ADDRESSU = CLAMP; ADDRESSV = CLAMP; MAGFILTER = LINEAR; MINFILTER = LINEAR; MIPFILTER = LINEAR; };
sampler2D TESR_ShadowMapBufferFar : register(s9) = sampler_state { ADDRESSU = CLAMP; ADDRESSV = CLAMP; MAGFILTER = LINEAR; MINFILTER = LINEAR; MIPFILTER = LINEAR; };

//
//
// Registers:
//
//   Name         Reg   Size
//   ------------ ----- ----
//   AmbientColor const_1       1
//   PSLightColor[0] const_2        1
//   Toggles      const_7       1
//   BaseMap      texture_0       1
//   NormalMap    texture_1       1
//   FaceGenMap0  texture_2       1
//   FaceGenMap1  texture_3       1
//


// Structures:

struct VS_OUTPUT {
    float2 BaseUV : TEXCOORD0;
    float3 texcoord_1 : TEXCOORD1_centroid;
    float3 texcoord_6 : TEXCOORD6_centroid;
    float4 texcoord_7 : TEXCOORD7;
	  float4 texcoord_8 : TEXCOORD8;
    float3 color_0 : COLOR0;
    float4 color_1 : COLOR1;
};

struct PS_OUTPUT {
    float4 color_0 : COLOR0;
};

// Code:
#include "..\Includes\Skin.hlsl"
#include "..\Includes\Shadow.hlsl"

PS_OUTPUT main(VS_OUTPUT IN) {
    PS_OUTPUT OUT;

#define	expand(v)		(((v) - 0.5) / 0.5)
#define	compress(v)		(((v) * 0.5) + 0.5)
#define	shade(n, l)		max(dot(n, l), 0)
#define	shades(n, l)		saturate(dot(n, l))
#define	weight(v)		dot(v, 1)
#define	sqr(v)			((v) * (v))


    float3 q0;
    float3 q11;
    float1 q4;
    float1 q5;
    float3 q6;
    float3 q8;
    float3 q9;
    float4 r0;
    float4 r1;
    float4 r2;
    
    float3 norm;            
    float3 cam;
    float1 shadow;      
    
    shadow = GetLightAmount(IN.texcoord_7, IN.texcoord_8);
    norm = normalize(expand(tex2D(NormalMap, IN.BaseUV.xy).xyz));
    cam = normalize(IN.texcoord_6.xyz);
    
    r2.xyzw = tex2D(FaceGenMap1, IN.BaseUV.xy);
    r1.xyzw = tex2D(FaceGenMap0, IN.BaseUV.xy);
    r0.xyzw = tex2D(BaseMap, IN.BaseUV.xy);                 
    
    q11.xyz = 2 * ((2 * r2.xyz) * (expand(r1.xyz) + r0.xyz));
    q4.x = 1 - shade(norm.xyz, cam);
    q0.xyz = (Toggles.x <= 0.0 ? q11.xyz : (q11.xyz * IN.color_0.rgb));
      q5.x = q4.x * sqr(q4.x);
    
    q6.xyz = (shade(norm.xyz, IN.texcoord_1.xyz) * PSLightColor[0].rgb) + ((q5.x * PSLightColor[0].rgb) * 0.5);     
    q6 = shadow * Skin(q6, PSLightColor[0].rgb, cam, IN.texcoord_1.xyz, norm);  
    
    q8.xyz = max(q6.xyz + AmbientColor.rgb, 0) * q0.xyz;
    q9.xyz = (Toggles.y <= 0.0 ? q8.xyz : ((IN.color_1.a * (IN.color_1.rgb - (q0.xyz * max(q6.xyz, 0)))) + q8.xyz));
    OUT.color_0.a = r0.w * AmbientColor.a;
    OUT.color_0.rgb = q9.xyz;

    return OUT;
};

// approximately 37 instruction slots used (4 texture, 33 arithmetic)
