; texture + vert col xps.1.1 tex t0 mul_x2 r0.rgb, t0, v0 +mov r0.a,t0.a ; Use 1st pass alpha to determine the specular reflection ;mad r0, v1, t0.a, r0 ; final combiner xfc fog.a, r0, fog.rgb, zero, zero, zero, r0.a