ps.1.1

;------------------------------------------------------------------------------
; Draw a texture . . woo hoo!
; t0 - texture
;
; The texture coordinates need to be defined as follows:
; tc0 - texcoords
;------------------------------------------------------------------------------

tex t0
tex t1
tex t2

mov r0.rgb, t0 +
mov r0.a, v0.a			; Grab alpha from vertex color

lrp r0.rgb, t2.a, t2, r0	; Base = base * (1 - detail alpha) + detail * detail alpha
mul r0.rgb, r0, v0		; modulate by vertex color
mul r0.rgb, t1, r0		; fold in lightmap (color only)
mul_x2 r0.rgb, c0, r0   ; * 2 * (overbrightFactor/2)

mul r1.rgb, c1, t0			; Self illum * tint
+ mul r1.a, t0.a, 1-t2.a	; Reduce self-illum amount based on 1 - detailalpha

lrp r0.rgb, t0.a, r1, r0	; Blend between self-illum + base * lightmap