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

; Get the color from the texture
tex t0
tex t3

mul r0, t0, c3
mul r0.rgb, v0, r0		; Apply lighting
mul_x2 r0.rgb, c0, r0   ; * 2 * (overbrightFactor/2)
mul_x2 r1.rgb, r0, t3	; detail texture
lrp r0.rgb, c1, r1, r0

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