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@@ -0,0 +1,39 @@
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ps.1.1
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; base texture
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tex t0
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; normalmap
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tex t1
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; rgb - tangent space light direction for first light
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texcoord t2
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; rgb - tangent space light direction for second light
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texcoord t3
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; v0.rgb : ambient color
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; c5 : light 1 color
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; c6 : light 2 color
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; first local light
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dp3_sat r0.rgb, t1_bx2, t2_bx2 ; n dot l
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+mov r0.a, t0.a ; Get the output color alpha from the base texture
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mad r0.rgb, c5, r0, v0 ; mult by light color add add ambient color
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; second local light
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dp3_sat r1, t1_bx2, t3_bx2 ; n dot l
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mad r0.rgb, c6, r1, r0 ; mult by light color and add first local light
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; c1 = A
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; c2 = B
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; c3 = C
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; D = 0
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;mad_x2 r1.rgb, c1, r0, c2
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;mad_x2 r1.rgb, r1, r0, c3
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;mul_x4 r0.rgb, r1, r0
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;mul_x2 r0.rgb, r0, t0 ; mult by texture and overbright
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mov_x2 r0.rgb, r0
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