//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.08.299.0000
//
//   vsa shaderdump19/SLS2005.pso /Fcshaderdump19/SLS2005.pso.dis
//
//
// Parameters:
//
float4 AmbientColor : register(c1);
sampler2D BaseMap : register(s0);
float4 EmittanceColor : register(c6);
float4 TESR_ShadowData : register(c8);

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);
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;
			// partial precision
    float3 texcoord_1 : TEXCOORD1_centroid;
			// partial precision  
       float4 texcoord_6 : TEXCOORD6;
    float4 texcoord_7 : TEXCOORD7;
			// partial precision
    float3 color_0 : COLOR0;
    float4 color_1 : COLOR1;
};

struct PS_OUTPUT {
    float4 color_0 : COLOR0;
};
#include "../Shadows/Includes/Shadow.hlsl"
// Code:

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 q4;
    float3 q5;
    float3 q6;
    float4 r0;
    float4 r1;
    float3 r4;
    float3 t0;
    float1 t1;

    t1.x = tex2D(ShadowMaskMap, IN.texcoord_7.zw);
			// partial precision
    t0.xyz = tex2D(ShadowMap, IN.texcoord_7.xy);
			// partial precision
    r0.xyzw = tex2D(NormalMap, IN.BaseUV.xy);
			// partial precision
    r1.xyzw = tex2D(GlowMap, IN.BaseUV.xy);
    r4.xyz = shades(normalize(expand(r0.xyz)), IN.texcoord_1.xyz) * PSLightColor[0].rgb;
			// partial precision
    r0.xyzw = tex2D(BaseMap, IN.BaseUV.xy);
			// partial precision
    q4.xyz = (Toggles.x <= 0.0 ? r0.xyz : (r0.xyz * IN.color_0.rgb));
			// partial precision
    q2.xyz = (GetLightAmount(IN.texcoord_6, IN.texcoord_7) * r4.xyz) + ((r1.xyz * EmittanceColor.rgb) + AmbientColor.rgb);
			// partial precision
    q5.xyz = max(q2.xyz, 0) * q4.xyz;
			// partial precision
    q6.xyz = (Toggles.y <= 0.0 ? q5.xyz : ((IN.color_1.a * (IN.color_1.rgb - (q4.xyz * max(q2.xyz, 0)))) + q5.xyz));
			// partial precision
    OUT.color_0.a = r0.w * AmbientColor.a;
			// partial precision
    OUT.color_0.rgb = q6.xyz;
			// partial precision

    return OUT;
};

// approximately 28 instruction slots used (5 texture, 23 arithmetic)
