; DYNAMIC: "WRITEONETODESTALPHA" "0..1" ps.1.1 tex t0 ; base color tex t1 ; cube map tex t2 ; envmap mask tex t3 ; detail texture mul r0, t0, c3 ; Base times modulation mul r1, t1, t2 ; Envmap * mask mul r0.rgb, v0, r0 ; apply vertex lighting mul_x2 r0.rgb, c0, r0 ; * 2 * (overbrightFactor/2) mul_x2 r0.rgb, r0, t3 ; detail texture mad r0.rgb, r1, c2, r0 ; + envmap * mask * tint #if WRITEONETODESTALPHA +mov r0.a, c4 ; make alpha 255 #endif