ps.1.1

; base texture
tex t0

; normalmap
tex t1

; rgb - tangent space light direction for first light
texcoord t2

; rgb - tangent space light direction for second light
texcoord t3

; v0.rgb : ambient color
; c5     : light 1 color
; c6	 : light 2 color

; first local light
dp3_sat r0.rgb, t1_bx2, t2_bx2	; n dot l
+mov r0.a, t0.a					; Get the output color alpha from the base texture
mad r0.rgb, c5, r0, v0			; mult by light color add add ambient color

; second local light
dp3_sat r1, t1_bx2, t3_bx2	; n dot l
mad		r0.rgb, c6, r1, r0			; mult by light color and add first local light

; c1 = A
; c2 = B
; c3 = C
; D = 0
;mad_x2 r1.rgb, c1, r0, c2
;mad_x2 r1.rgb, r1, r0, c3
;mul_x4 r0.rgb, r1, r0

;mul_x2 r0.rgb, r0, t0			; mult by texture and overbright


mov_x2 r0.rgb, r0