ps.1.1 ;------------------------------------------------------------------------------ ; Draw a texture . . woo hoo! ; t0 - texture ; ; The texture coordinates need to be defined as follows: ; tc0 - texcoords ;------------------------------------------------------------------------------ tex t0 tex t1 tex t2 mov r0.rgb, t0 + mov r0.a, v0.a ; Grab alpha from vertex color lrp r0.rgb, t2.a, t2, r0 ; Base = base * (1 - detail alpha) + detail * detail alpha mul r0.rgb, r0, v0 ; modulate by vertex color mul r0.rgb, t1, r0 ; fold in lightmap (color only) mul_x2 r0.rgb, c0, r0 ; * 2 * (overbrightFactor/2) mul r1.rgb, c1, t0 ; Self illum * tint + mul r1.a, t0.a, 1-t2.a ; Reduce self-illum amount based on 1 - detailalpha lrp r0.rgb, t0.a, r1, r0 ; Blend between self-illum + base * lightmap