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