AllowOpacity false VertexColors false SpecularEnable false zwriteenable false customvshader 2 // blending disable, none, testonly, standard, additive, scaledadditive, modulate, modulate2x // eg: blending additive // or // blending blendbool, testbool, srcblend, destblend // eg: blending true false srccolor srccolor blending scaledadditive // texture stage mapid uvsource // These can be specified anywhere, such as in the state block with your texture ops if you prefer // mapid defines where the texture and/or transform source is. // These can be seperated if needed (they're seperate in code just not // defined seperately here) // // stage 4 is diffuse, map specifies transform to use only (if you want csn in diffuse for example) // stage 5 is specular, map specifies transform to use only // filter stage min mag mip texaddrmode texture 0 diffuse uv filter 0 linear linear linear wrap texture 1 custom1 uv filter 1 linear linear linear wrap texture 2 custom2 uv filter 2 linear linear linear wrap texture 3 custom3 uv filter 3 linear linear linear wrap // We specify that we'd like normal diffuse, and that // we don't care what gets output for specular at all. texture 4 none none texture 5 none csn //def c0, 1.00, 0.00, 0.00, 0.00 //def c1, 1.00, 1.00, 0.00, 0.00 //def c2, 0.00, 1.00, 0.00, 0.00 //def c3, 0.00, 1.00, 1.00, 0.00 //def c4, 0.00, 0.00, 1.00, 0.00 pixelshader { ps.1.1 def c0, 0.3, 0.0, 0.4, 0 def c1, 0.4, 0.1, 0.3, 0 tex t0 tex t1 tex t2 tex t3 mul r0.a, t3.a, t2.a mul r0.a, t1.a, r0.a mul_x2 r0.a, t0.a, r0.a mul r1.a, t3.b, t2.b mul r1.a, t1.b, r1.a mul_x2 r1.a, t0.b, r1.a lrp r0.rgb, r1.a, c0, c1 +mul r0.a, r0.a, v0.a } //mul r0.rgb, t3.rgb, t3.a //+add r0.a, t2.a, t3.a //lrp r0.rgb, t2.a, t2, r0 //+add r0.a, r0.a, t1.a //lrp r0.rgb, t1.a, t1, r0 //+mov r0.a, t0.a //lrp_d2 r0.rgb, t0.a, t0, r0 //+ add r0.a, t0.a, t1.a //add r0.a, r0.a, t2.a //add r0.a, r0.a, t3.a //mul r0.a, r0.a, v0.a //mul_x4 r0.a, t0.b, t1.b //lrp r0.rgb, r0.a, c0, c1 //+mul_x4 r0.a, t0.b, t2.b //lrp r1.rgb, r0.a, c2, c3 //add r0.rgb, r0, r1 //+mul_x4 r0.a, t1.b, t2.b //mul r0.a, r0.a, t3.b //mul_x2 r0.a, t0.b, t1.b //lrp r0.rgb, r0.a, c0, c1 //+mul_x2 r0.a, t2.b, t3.b //lrp r1.rgb, r0.a, c2, c3 //+mul r0.a, t1.b, t2.b //lrp r0.rgb, r0.a, r0, r1 //+mul_x4 r0.a, t0.b, t3.b //mul r0.a, r0.a, v0.a