//listing of all techniques and passes with embedded asm listings 

technique Default
{
    pass Pass0
    {
        vertexshader = 
            asm {
            
//
            // Generated by Microsoft (R) D3DX9 Shader Compiler 9.12.589.0000
            //
            // Parameters:
            //
            //   float4x4 worldMatrix;
            //   float4x4 worldviewproj;
            //
            //
            // Registers:
            //
            //   Name          Reg   Size
            //   ------------- ----- ----
            //   worldviewproj c0       4
            //   worldMatrix   c4       4
            //
            
                vs_2_0
                def c8, 1, 0, 0, 0
                dcl_position v0
                dcl_normal v1
                dcl_texcoord v2
                dcl_blendweight v3
                dcl_texcoord1 v4
                mad r0, v0.xyzx, c8.xxxy, c8.yyyx
                dp4 oPos.x, r0, c0
                dp4 oPos.y, r0, c1
                dp3 r1.w, v1, c7
                dp3 r1.x, v1, c4
                dp3 r1.y, v1, c5
                dp3 r1.z, v1, c6
                dp4 oPos.z, r0, c2
                dp4 r1.w, r1, r1
                dp4 oPos.w, r0, c3
                rsq r1.w, r1.w
                mul oT0.xyz, r1, r1.w
                dp4 oT4.x, r0, c4
                dp4 oT4.y, r0, c5
                dp4 oT4.z, r0, c6
                dp4 oT4.w, r0, c7
                mov oT1.xy, v2
                mov oT2.xy, v4
                mov oT3.x, v3.x
            
            // approximately 19 instruction slots used
            
}; pixelshader = asm {
//
            // Generated by Microsoft (R) D3DX9 Shader Compiler 9.12.589.0000
            //
            // Parameters:
            //
            //   float4 ambient;
            //   sampler2D diffuseMap;
            //   float4 lightDir;
            //   sampler2D secondDiffuseMap;
            //
            //
            // Registers:
            //
            //   Name             Reg   Size
            //   ---------------- ----- ----
            //   lightDir         c0       1
            //   ambient          c1       1
            //   diffuseMap       s0       1
            //   secondDiffuseMap s1       1
            //
            
                ps_2_0
                def c2, 0, 0, 0, 0
                dcl t0.xyz
                dcl t1.xy
                dcl t2.xy
                dcl t3.x
                dcl_2d s0
                dcl_2d s1
                texld r1, t2, s1
                texld r0, t1, s0
                dp3 r2.x, t0, c0
                max r1.w, r2.x, c2.x
                add r3.xyz, r1.w, c1
                lrp r2.xyz, t3.x, r1, r0
                mul r0.xyz, r3, r2
                mov oC0, r0
            
            // approximately 8 instruction slots used (2 texture, 6 arithmetic)
            
}; } } technique Transparent { pass Pass0 { vertexshader = asm {
//
            // Generated by Microsoft (R) D3DX9 Shader Compiler 9.12.589.0000
            //
            // Parameters:
            //
            //   float4x4 worldMatrix;
            //   float4x4 worldviewproj;
            //
            //
            // Registers:
            //
            //   Name          Reg   Size
            //   ------------- ----- ----
            //   worldviewproj c0       4
            //   worldMatrix   c4       4
            //
            
                vs_2_0
                def c8, 1, 0, 0, 0
                dcl_position v0
                dcl_normal v1
                dcl_texcoord v2
                dcl_blendweight v3
                dcl_texcoord1 v4
                mad r0, v0.xyzx, c8.xxxy, c8.yyyx
                dp4 oPos.x, r0, c0
                dp4 oPos.y, r0, c1
                dp3 r1.w, v1, c7
                dp3 r1.x, v1, c4
                dp3 r1.y, v1, c5
                dp3 r1.z, v1, c6
                dp4 oPos.z, r0, c2
                dp4 r1.w, r1, r1
                dp4 oPos.w, r0, c3
                rsq r1.w, r1.w
                mul oT0.xyz, r1, r1.w
                dp4 oT4.x, r0, c4
                dp4 oT4.y, r0, c5
                dp4 oT4.z, r0, c6
                dp4 oT4.w, r0, c7
                mov oT1.xy, v2
                mov oT2.xy, v4
                mov oT3.x, v3.x
            
            // approximately 19 instruction slots used
            
}; pixelshader = asm {
//
            // Generated by Microsoft (R) D3DX9 Shader Compiler 9.12.589.0000
            //
            // Parameters:
            //
            //   float4 ambient;
            //   sampler2D diffuseMap;
            //   float4 lightDir;
            //   sampler2D secondDiffuseMap;
            //
            //
            // Registers:
            //
            //   Name             Reg   Size
            //   ---------------- ----- ----
            //   lightDir         c0       1
            //   ambient          c1       1
            //   diffuseMap       s0       1
            //   secondDiffuseMap s1       1
            //
            
                ps_2_0
                def c2, 0, 0, 0, 0
                dcl t0.xyz
                dcl t1.xy
                dcl t2.xy
                dcl t3.x
                dcl_2d s0
                dcl_2d s1
                texld r1, t2, s1
                texld r0, t1, s0
                dp3 r2.x, t0, c0
                max r1.w, r2.x, c2.x
                add r3.xyz, r1.w, c1
                lrp r2.xyz, t3.x, r1, r0
                mul r0.xyz, r3, r2
                mov oC0, r0
            
            // approximately 8 instruction slots used (2 texture, 6 arithmetic)
            
}; } pass Pass1 { vertexshader = asm {
//
            // Generated by Microsoft (R) D3DX9 Shader Compiler 9.12.589.0000
            //
            // Parameters:
            //
            //   float4x4 worldMatrix;
            //   float4x4 worldviewproj;
            //
            //
            // Registers:
            //
            //   Name          Reg   Size
            //   ------------- ----- ----
            //   worldviewproj c0       4
            //   worldMatrix   c4       4
            //
            
                vs_2_0
                def c8, 1, 0, 0, 0
                dcl_position v0
                dcl_normal v1
                dcl_texcoord v2
                dcl_blendweight v3
                dcl_texcoord1 v4
                mad r0, v0.xyzx, c8.xxxy, c8.yyyx
                dp4 oPos.x, r0, c0
                dp4 oPos.y, r0, c1
                dp3 r1.w, v1, c7
                dp3 r1.x, v1, c4
                dp3 r1.y, v1, c5
                dp3 r1.z, v1, c6
                dp4 oPos.z, r0, c2
                dp4 r1.w, r1, r1
                dp4 oPos.w, r0, c3
                rsq r1.w, r1.w
                mul oT0.xyz, r1, r1.w
                dp4 oT4.x, r0, c4
                dp4 oT4.y, r0, c5
                dp4 oT4.z, r0, c6
                dp4 oT4.w, r0, c7
                mov oT1.xy, v2
                mov oT2.xy, v4
                mov oT3.x, v3.x
            
            // approximately 19 instruction slots used
            
}; pixelshader = asm {
//
            // Generated by Microsoft (R) D3DX9 Shader Compiler 9.12.589.0000
            //
            // Parameters:
            //
            //   float4 ambient;
            //   sampler2D diffuseMap;
            //   float4 lightDir;
            //   sampler2D secondDiffuseMap;
            //
            //
            // Registers:
            //
            //   Name             Reg   Size
            //   ---------------- ----- ----
            //   lightDir         c0       1
            //   ambient          c1       1
            //   diffuseMap       s0       1
            //   secondDiffuseMap s1       1
            //
            
                ps_2_0
                def c2, 0, 0, 0, 0
                dcl t0.xyz
                dcl t1.xy
                dcl t2.xy
                dcl t3.x
                dcl_2d s0
                dcl_2d s1
                texld r1, t2, s1
                texld r0, t1, s0
                dp3 r2.x, t0, c0
                max r1.w, r2.x, c2.x
                add r3.xyz, r1.w, c1
                lrp r2.xyz, t3.x, r1, r0
                mul r0.xyz, r3, r2
                mov oC0, r0
            
            // approximately 8 instruction slots used (2 texture, 6 arithmetic)
            
}; } }