//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_tangent v3
                dcl_binormal v4
                dcl_texcoord1 v5
                mad r0, v0.xyzx, c8.xxxy, c8.yyyx
                dp4 oPos.x, r0, c0
                dp3 r1.w, v1, c7
                dp3 r1.x, v1, c4
                dp3 r1.y, v1, c5
                dp3 r1.z, v1, c6
                dp4 oPos.y, r0, c1
                dp4 r1.w, r1, r1
                dp4 oPos.z, r0, c2
                rsq r1.w, r1.w
                dp4 oPos.w, r0, c3
                mul oT0.xyz, r1, r1.w
                dp3 r2.w, v3, c7
                dp3 r2.x, v3, c4
                dp3 r2.y, v3, c5
                dp3 r2.z, v3, c6
                dp3 r1.w, v4, c7
                dp3 r1.x, v4, c4
                dp3 r1.y, v4, c5
                dp3 r1.z, v4, c6
                dp4 r2.w, r2, r2
                dp4 r1.w, r1, r1
                rsq r2.w, r2.w
                rsq r1.w, r1.w
                mul oT2.xyz, r2, r2.w
                mul oT3.xyz, r1, r1.w
                dp4 oT5.x, r0, c4
                dp4 oT5.y, r0, c5
                dp4 oT5.z, r0, c6
                dp4 oT5.w, r0, c7
                mov oT1.xy, v2
                mov oT4.xy, v5
            
            // approximately 32 instruction slots used
            
}; pixelshader = asm {
//
            // Generated by Microsoft (R) D3DX9 Shader Compiler 9.12.589.0000
            //
            // Parameters:
            //
            //   float4 ambient;
            //   float bumpHeight;
            //   sampler2D diffuseMap;
            //   float4 lightDir;
            //   sampler2D normalMap;
            //
            //
            // Registers:
            //
            //   Name         Reg   Size
            //   ------------ ----- ----
            //   lightDir     c0       1
            //   ambient      c1       1
            //   bumpHeight   c2       1
            //   diffuseMap   s0       1
            //   normalMap    s1       1
            //
            
                ps_2_0
                def c3, 2, -1, 1, 0
                dcl t0.xyz
                dcl t1.xy
                dcl t2.xyz
                dcl t3.xyz
                dcl t4.xy
                dcl_2d s0
                dcl_2d s1
                texld r1, t4, s1
                texld r0, t1, s0
                mad r1.xy, c3.x, r1, c3.y
                dp2add r1.w, r1, -r1, c3.z
                mul r2.xy, r1, c2.x
                rsq r1.w, r1.w
                rcp r2.z, r1.w
                nrm r1.xyz, r2
                mul r2.xyz, r1.y, t3
                mad r2.xyz, r1.x, t2, r2
                mad r1.xyz, r1.z, t0, r2
                dp3 r2.x, r1, c0
                max r1.w, r2.x, c3.w
                mul r1.xyz, r0, r1.w
                mad r0.xyz, r0, c1, r1
                mov oC0, r0
            
            // approximately 19 instruction slots used (2 texture, 17 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_tangent v3
                dcl_binormal v4
                dcl_texcoord1 v5
                mad r0, v0.xyzx, c8.xxxy, c8.yyyx
                dp4 oPos.x, r0, c0
                dp3 r1.w, v1, c7
                dp3 r1.x, v1, c4
                dp3 r1.y, v1, c5
                dp3 r1.z, v1, c6
                dp4 oPos.y, r0, c1
                dp4 r1.w, r1, r1
                dp4 oPos.z, r0, c2
                rsq r1.w, r1.w
                dp4 oPos.w, r0, c3
                mul oT0.xyz, r1, r1.w
                dp3 r2.w, v3, c7
                dp3 r2.x, v3, c4
                dp3 r2.y, v3, c5
                dp3 r2.z, v3, c6
                dp3 r1.w, v4, c7
                dp3 r1.x, v4, c4
                dp3 r1.y, v4, c5
                dp3 r1.z, v4, c6
                dp4 r2.w, r2, r2
                dp4 r1.w, r1, r1
                rsq r2.w, r2.w
                rsq r1.w, r1.w
                mul oT2.xyz, r2, r2.w
                mul oT3.xyz, r1, r1.w
                dp4 oT5.x, r0, c4
                dp4 oT5.y, r0, c5
                dp4 oT5.z, r0, c6
                dp4 oT5.w, r0, c7
                mov oT1.xy, v2
                mov oT4.xy, v5
            
            // approximately 32 instruction slots used
            
}; pixelshader = asm {
//
            // Generated by Microsoft (R) D3DX9 Shader Compiler 9.12.589.0000
            //
            // Parameters:
            //
            //   float4 ambient;
            //   float bumpHeight;
            //   sampler2D diffuseMap;
            //   float4 lightDir;
            //   sampler2D normalMap;
            //
            //
            // Registers:
            //
            //   Name         Reg   Size
            //   ------------ ----- ----
            //   lightDir     c0       1
            //   ambient      c1       1
            //   bumpHeight   c2       1
            //   diffuseMap   s0       1
            //   normalMap    s1       1
            //
            
                ps_2_0
                def c3, 2, -1, 1, 0
                dcl t0.xyz
                dcl t1.xy
                dcl t2.xyz
                dcl t3.xyz
                dcl t4.xy
                dcl_2d s0
                dcl_2d s1
                texld r1, t4, s1
                texld r0, t1, s0
                mad r1.xy, c3.x, r1, c3.y
                dp2add r1.w, r1, -r1, c3.z
                mul r2.xy, r1, c2.x
                rsq r1.w, r1.w
                rcp r2.z, r1.w
                nrm r1.xyz, r2
                mul r2.xyz, r1.y, t3
                mad r2.xyz, r1.x, t2, r2
                mad r1.xyz, r1.z, t0, r2
                dp3 r2.x, r1, c0
                max r1.w, r2.x, c3.w
                mul r1.xyz, r0, r1.w
                mad r0.xyz, r0, c1, r1
                mov oC0, r0
            
            // approximately 19 instruction slots used (2 texture, 17 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_tangent v3
                dcl_binormal v4
                dcl_texcoord1 v5
                mad r0, v0.xyzx, c8.xxxy, c8.yyyx
                dp4 oPos.x, r0, c0
                dp3 r1.w, v1, c7
                dp3 r1.x, v1, c4
                dp3 r1.y, v1, c5
                dp3 r1.z, v1, c6
                dp4 oPos.y, r0, c1
                dp4 r1.w, r1, r1
                dp4 oPos.z, r0, c2
                rsq r1.w, r1.w
                dp4 oPos.w, r0, c3
                mul oT0.xyz, r1, r1.w
                dp3 r2.w, v3, c7
                dp3 r2.x, v3, c4
                dp3 r2.y, v3, c5
                dp3 r2.z, v3, c6
                dp3 r1.w, v4, c7
                dp3 r1.x, v4, c4
                dp3 r1.y, v4, c5
                dp3 r1.z, v4, c6
                dp4 r2.w, r2, r2
                dp4 r1.w, r1, r1
                rsq r2.w, r2.w
                rsq r1.w, r1.w
                mul oT2.xyz, r2, r2.w
                mul oT3.xyz, r1, r1.w
                dp4 oT5.x, r0, c4
                dp4 oT5.y, r0, c5
                dp4 oT5.z, r0, c6
                dp4 oT5.w, r0, c7
                mov oT1.xy, v2
                mov oT4.xy, v5
            
            // approximately 32 instruction slots used
            
}; pixelshader = asm {
//
            // Generated by Microsoft (R) D3DX9 Shader Compiler 9.12.589.0000
            //
            // Parameters:
            //
            //   float4 ambient;
            //   float bumpHeight;
            //   sampler2D diffuseMap;
            //   float4 lightDir;
            //   sampler2D normalMap;
            //
            //
            // Registers:
            //
            //   Name         Reg   Size
            //   ------------ ----- ----
            //   lightDir     c0       1
            //   ambient      c1       1
            //   bumpHeight   c2       1
            //   diffuseMap   s0       1
            //   normalMap    s1       1
            //
            
                ps_2_0
                def c3, 2, -1, 1, 0
                dcl t0.xyz
                dcl t1.xy
                dcl t2.xyz
                dcl t3.xyz
                dcl t4.xy
                dcl_2d s0
                dcl_2d s1
                texld r1, t4, s1
                texld r0, t1, s0
                mad r1.xy, c3.x, r1, c3.y
                dp2add r1.w, r1, -r1, c3.z
                mul r2.xy, r1, c2.x
                rsq r1.w, r1.w
                rcp r2.z, r1.w
                nrm r1.xyz, r2
                mul r2.xyz, r1.y, t3
                mad r2.xyz, r1.x, t2, r2
                mad r1.xyz, r1.z, t0, r2
                dp3 r2.x, r1, c0
                max r1.w, r2.x, c3.w
                mul r1.xyz, r0, r1.w
                mad r0.xyz, r0, c1, r1
                mov oC0, r0
            
            // approximately 19 instruction slots used (2 texture, 17 arithmetic)
            
}; } }