; DYNAMIC: "WRITEONETODESTALPHA" "0..1" ps.1.1 ; Get the color from the texture tex t0 ; base tex t1 ; env map tex t2 ; mask tex t3 ; detail mul r0.rgb, t0, c3 + ; base times modulation mul r0.a, c3.a, t2.a ; alpha = mod alpha * mask alpha mul r0.rgb, v0, r0 ; Apply lighting mul_x2 r0.rgb, c0, r0 ; * 2 * (overbrightFactor/2) mul_x2 r0.rgb, r0, t3 ; detail texture mul r1, t0, c1 ; Self illum * tint lrp r0.rgb, t0.a, r1, r0 ; Blend between self-illum + base * lighting mul r1, t2, t1 ; envmapmask * envmap mad r0.rgb, r1, c2, r0 ; + envmapmask * envmap * envmaptint (color only) #if WRITEONETODESTALPHA +mov r0.a, c4 ; make alpha 255 #endif