; DYNAMIC: "WRITEONETODESTALPHA" "0..1" ps.1.1 ; Get the color from the texture tex t0 tex t3 mul r0, t0, c3 mul r0.rgb, v0, r0 ; Apply lighting mul_x2 r0.rgb, c0, r0 ; * 2 * (overbrightFactor/2) mul_x2 r1.rgb, r0, t3 ; detail texture lrp r0.rgb, c1, r1, r0 #if WRITEONETODESTALPHA +mov r0.a, c4 ; make alpha 255 #endif