ps.1.1 tex t0 ; base tex t1 ; lightmap tex t2 ; base (with tcoords for alpha) mov r0.rgb, t0 ; base times vertex color (with alpha) mul r0.rgb, t1, r0 ; fold in lightmap (color only) mul_x2 r0.rgb, c0, r0 ; * 2 * (overbrightFactor/2) mov r0.a, t2.a