//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.08.299.0000
//
//   vsa shaderdump19/SLS2019.pso /Fcshaderdump19/SLS2019.pso.dis
//
//
// Parameters:

float4 AmbientColor : register(c1);
sampler2D BaseMap : register(s0);
float4 EmittanceColor : register(c6);
sampler2D GlowMap : register(s4);
sampler2D NormalMap : register(s1);
float4 PSLightColor[4] : register(c2);
sampler2D ShadowMap : register(s6);
sampler2D ShadowMaskMap : register(s7);
float4 Toggles : register(c7);
float4 TESR_ShadowData : register(c8);
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
//   EmittanceColor const_6       1
//   Toggles        const_7       1
//   BaseMap        texture_0       1
//   NormalMap      texture_1       1
//   GlowMap        texture_4       1
//   ShadowMap      texture_6       1
//   ShadowMaskMap  texture_7       1
//


// Structures:

struct VS_OUTPUT {
    float2 BaseUV : TEXCOORD0;
    float3 texcoord_1 : TEXCOORD1_centroid;
    float3 texcoord_3 : TEXCOORD3_centroid;
	float4 texcoord_6 : TEXCOORD6;
    float4 texcoord_7 : TEXCOORD7;
    float3 LCOLOR_0 : COLOR0;
    float4 LCOLOR_1 : COLOR1;
};

struct PS_OUTPUT {
    float4 color_0 : COLOR0;
};

#include "../Shadows/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))

    float3 q2;
    float3 q3;
    float3 q4;
    float1 q5;
    float1 q66;
    float3 q9;
    float4 r0;
    float4 r1;

    r0.xyzw = tex2D(NormalMap, IN.BaseUV.xy);
    r1.xyzw = tex2D(GlowMap, IN.BaseUV.xy);
    q66.x = r0.w * pow(abs(shades(normalize(expand(r0.xyz)), normalize(IN.texcoord_3.xyz))), Toggles.z);
    q5.x = dot(normalize(expand(r0.xyz)), IN.texcoord_1.xyz);
    r0.xyzw = tex2D(BaseMap, IN.BaseUV.xy);
    q2.xyz = GetLightAmount(IN.texcoord_6, IN.texcoord_7);
    q9.xyz = saturate((0.2 >= q5.x ? (q66.x * max(q5.x + 0.5, 0)) : q66.x) * PSLightColor[0].rgb) * q2.xyz;
    q3.xyz = (q2.xyz * (saturate(q5.x) * PSLightColor[0].rgb)) + ((r1.xyz * EmittanceColor.rgb) + AmbientColor.rgb);
    q4.xyz = ((Toggles.x <= 0.0 ? r0.xyz : (r0.xyz * IN.LCOLOR_0.xyz)) * max(q3.xyz, 0)) + q9.xyz;
    OUT.color_0.a = r0.w * AmbientColor.a;
    OUT.color_0.rgb = (Toggles.y <= 0.0 ? q4.xyz : lerp(q4.xyz, IN.LCOLOR_1.xyz, IN.LCOLOR_1.w));

    return OUT;
};

// approximately 44 instruction slots used (5 texture, 39 arithmetic)
