ps.1.1 ; base texture tex t0 ; normalmap tex t1 ; rgb - color for first axis - gamma converted to 2.2 in the vertex shader texcoord t2 ; rgb - color for second axis - gamma converted to 2.2 in the vertex shader texcoord t3 ; v0.rgb : color for third axis - gamma converted to 2.2 in the vertex shader ; c0, c1, c2 - Axes of the lightmap coordinate system in tangent space dp3_sat r1.rgb, t1_bx2, c0 +mov r0.a, t0 mul r0.rgb, r1, t2 dp3_sat r1.rgb, t1_bx2, c1 mad r0.rgb, r1, t3, r0 dp3_sat r1.rgb, t1_bx2, c2 mad r0.rgb, r1, v0, r0 ;mov_x2 r0.rgb, r0 mul_x2 r0.rgb, r0, t0