; DYNAMIC: "WRITEONETODESTALPHA" "0..1"
ps.1.1

; Get the color from the texture
tex t0
tex t3

; interpolate between illuminated + non-selfilluminated
mul r0.rgb, t0, c3 +		; base times modulation
mov r0.a, c3.a

mul r0.rgb, v0, r0			; Apply lighting 
mul_x2 r0.rgb, c0, r0		; * 2 * (overbrightFactor/2)

mul_x2 r0.rgb, r0, t3		; detail texture

mul r1, t0, c1				; Self illum * tint
lrp r0.rgb, t0.a, r1, r0	; Blend between self-illum + base * lighting

#if WRITEONETODESTALPHA
mov r0.a, c4			; make alpha 255
#endif