; Pixel shader xps.1.1 def c0,0.5f,1.0f,0.8f,1.0f tex t0 tex t1 mov r0,t0 mul r1.a,t1.a,v0.a lrp r0.rgb,r1.a,t1,r0 mul_x2 r0.rgb,r0,v0 +mov r0.a,c0.a ; Use 1st pass alpha to determine the specular reflection ; also factor in the dirtiness of the pixel (r1) mov_x4 r1.a,r1.a ; r1.a = r1.a * 4 sub t2.a,c0.a,r1.a ; t2.a = 1 - dirtiness mul t2.a,t2.a,t0.a mad r0, v1, t2.a, r0 ; final combiner xfc fog.a, r0, fog.rgb, zero, zero, zero, r0.a