ps_1_1 def c0, -0.5, -0.5, -0.5, -0.5 tex t0 // Base Map tex t1 // Gloss Map tex t2 // Light Map tex t3 // Reflection Map add r1.rgb, t2, c0 +mov r0.a, t1.b // Note: use the blue channel - texture has no alpha, so it would be opaque lrp r0.rgb, r0.a, t3, t0 +mov r0.a, t0.a add r0.rgb, r0, r1