//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
                dcl_texcoord2 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
                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 oT2.x, v3.x
                mov oT3.xy, v4
                mov oT4.xy, v5
            
            // approximately 20 instruction slots used
            
}; pixelshader = asm {
//
            // Generated by Microsoft (R) D3DX9 Shader Compiler 9.12.589.0000
            //
            // Parameters:
            //
            //   float SpecularPower;
            //   float4 ambient;
            //   float4 camPos;
            //   sampler2D diffuseMap;
            //   float4 lightDir;
            //   sampler2D secondDiffuseMap;
            //   sampler2D specularMap;
            //
            //
            // Registers:
            //
            //   Name             Reg   Size
            //   ---------------- ----- ----
            //   lightDir         c0       1
            //   camPos           c1       1
            //   ambient          c2       1
            //   SpecularPower    c3       1
            //   diffuseMap       s0       1
            //   specularMap      s1       1
            //   secondDiffuseMap s2       1
            //
            
                ps_2_0
                def c4, 0, 0.200000003, 0, 0
                dcl t0.xyz
                dcl t1.xy
                dcl t2.x
                dcl t3.xy
                dcl t4.xy
                dcl t5.xyz
                dcl_2d s0
                dcl_2d s1
                dcl_2d s2
                texld r2, t3, s1
                texld r1, t4, s2
                texld r0, t1, s0
                add r3.xyz, -t5, c1
                dp3 r4.x, r3, r3
                rsq r1.w, r4.x
                mad r4.xyz, r3, r1.w, c0
                nrm r3.xyz, r4
                dp3 r3.x, t0, r3
                max r2.w, r3.x, c4.x
                pow r1.w, r2.w, c3.x
                mul r2.xyz, r2, r1.w
                dp3 r3.x, t0, c0
                max r1.w, r3.x, c4.x
                lrp r3.xyz, t2.x, r1, r0
                mul r0.xyz, r1.w, r3
                mad r0.xyz, r3, c2, r0
                mad r0.xyz, r2, c4.y, r0
                mov oC0, r0
            
            // approximately 23 instruction slots used (3 texture, 20 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
                dcl_texcoord2 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
                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 oT2.x, v3.x
                mov oT3.xy, v4
                mov oT4.xy, v5
            
            // approximately 20 instruction slots used
            
}; pixelshader = asm {
//
            // Generated by Microsoft (R) D3DX9 Shader Compiler 9.12.589.0000
            //
            // Parameters:
            //
            //   float SpecularPower;
            //   float4 ambient;
            //   float4 camPos;
            //   sampler2D diffuseMap;
            //   float4 lightDir;
            //   sampler2D secondDiffuseMap;
            //   sampler2D specularMap;
            //
            //
            // Registers:
            //
            //   Name             Reg   Size
            //   ---------------- ----- ----
            //   lightDir         c0       1
            //   camPos           c1       1
            //   ambient          c2       1
            //   SpecularPower    c3       1
            //   diffuseMap       s0       1
            //   specularMap      s1       1
            //   secondDiffuseMap s2       1
            //
            
                ps_2_0
                def c4, 0, 0.200000003, 0, 0
                dcl t0.xyz
                dcl t1.xy
                dcl t2.x
                dcl t3.xy
                dcl t4.xy
                dcl t5.xyz
                dcl_2d s0
                dcl_2d s1
                dcl_2d s2
                texld r2, t3, s1
                texld r1, t4, s2
                texld r0, t1, s0
                add r3.xyz, -t5, c1
                dp3 r4.x, r3, r3
                rsq r1.w, r4.x
                mad r4.xyz, r3, r1.w, c0
                nrm r3.xyz, r4
                dp3 r3.x, t0, r3
                max r2.w, r3.x, c4.x
                pow r1.w, r2.w, c3.x
                mul r2.xyz, r2, r1.w
                dp3 r3.x, t0, c0
                max r1.w, r3.x, c4.x
                lrp r3.xyz, t2.x, r1, r0
                mul r0.xyz, r1.w, r3
                mad r0.xyz, r3, c2, r0
                mad r0.xyz, r2, c4.y, r0
                mov oC0, r0
            
            // approximately 23 instruction slots used (3 texture, 20 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
                dcl_texcoord2 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
                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 oT2.x, v3.x
                mov oT3.xy, v4
                mov oT4.xy, v5
            
            // approximately 20 instruction slots used
            
}; pixelshader = asm {
//
            // Generated by Microsoft (R) D3DX9 Shader Compiler 9.12.589.0000
            //
            // Parameters:
            //
            //   float SpecularPower;
            //   float4 ambient;
            //   float4 camPos;
            //   sampler2D diffuseMap;
            //   float4 lightDir;
            //   sampler2D secondDiffuseMap;
            //   sampler2D specularMap;
            //
            //
            // Registers:
            //
            //   Name             Reg   Size
            //   ---------------- ----- ----
            //   lightDir         c0       1
            //   camPos           c1       1
            //   ambient          c2       1
            //   SpecularPower    c3       1
            //   diffuseMap       s0       1
            //   specularMap      s1       1
            //   secondDiffuseMap s2       1
            //
            
                ps_2_0
                def c4, 0, 0.200000003, 0, 0
                dcl t0.xyz
                dcl t1.xy
                dcl t2.x
                dcl t3.xy
                dcl t4.xy
                dcl t5.xyz
                dcl_2d s0
                dcl_2d s1
                dcl_2d s2
                texld r2, t3, s1
                texld r1, t4, s2
                texld r0, t1, s0
                add r3.xyz, -t5, c1
                dp3 r4.x, r3, r3
                rsq r1.w, r4.x
                mad r4.xyz, r3, r1.w, c0
                nrm r3.xyz, r4
                dp3 r3.x, t0, r3
                max r2.w, r3.x, c4.x
                pow r1.w, r2.w, c3.x
                mul r2.xyz, r2, r1.w
                dp3 r3.x, t0, c0
                max r1.w, r3.x, c4.x
                lrp r3.xyz, t2.x, r1, r0
                mul r0.xyz, r1.w, r3
                mad r0.xyz, r3, c2, r0
                mad r0.xyz, r2, c4.y, r0
                mov oC0, r0
            
            // approximately 23 instruction slots used (3 texture, 20 arithmetic)
            
}; } }