//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.08.299.0000
//
// Parameters:

float4 AlphaTestRef : register(c3);


sampler2D DiffuseMap : register(s0);

// Registers:
//
//   Name         Reg   Size
//   ------------ ----- ----
//   AlphaTestRef const_3       1
//   DiffuseMap   texture_0       1
//


// Structures:

struct VS_INPUT {
    float2 DiffuseUV : TEXCOORD0;
    float3 texcoord_4 : TEXCOORD4_centroid;
    float4 texcoord_5 : TEXCOORD5_centroid;
	float4 texcoord_6 : TEXCOORD6;  
   float4 texcoord_7 : TEXCOORD7;
    float4 LCOLOR_0 : COLOR0;
};

struct VS_OUTPUT {
    float4 color_0 : COLOR0;
};

VS_OUTPUT main(VS_INPUT IN) {
    VS_OUTPUT OUT;

    float3 q0;
    float4 r0;

    r0.xyzw = tex2D(DiffuseMap, IN.DiffuseUV.xy);
    q0.xyz = IN.texcoord_5.xyz + IN.texcoord_4.xyz;
    OUT.color_0.a = (AlphaTestRef.x >= r0.w ? 0 : IN.texcoord_5.w);
    OUT.color_0.rgb = (r0.xyz * q0.xyz) + ((IN.LCOLOR_0.xyz - (r0.xyz * q0.xyz)) * IN.LCOLOR_0.w);
    return OUT;
	
};

// approximately 10 instruction slots used (1 texture, 9 arithmetic)