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