//Textured Vertex Coloured Only //Shader 1: Tex1 * Diffuse Shaders 1 [SHADER] UseProcessVertices AUTO SimultaneousTextures 1 Streams 3 Stream 0 float3:0 D3DCOLOR:7 //first positional/diffuse VB Stream 1 float3:1 D3DCOLOR:8 //second positional/diffuse VB Stream 2 float2:6 //texcoords (2 floats) [did have d3dcolor:4 for first component diffuse] VertexShader FireShader.vsh VertexShaderRegister 0 WVPMatrix //WVP matrix in constants 0-3 Lighting FALSE TextureFormat 0 DXT3 UseMipMaps 0 TRUE UVSource 0 0 Passes 1 Textureanimation fire_scroll.txt [PASS] Stages 1 SetRenderState ZENABLE TRUE SetRenderState ZWRITEENABLE FALSE SetRenderState FILLMODE SOLID SetRenderState CULLMODE NONE SetRenderState ALPHATESTENABLE TRUE //test for texture alpha SetRenderState ALPHAFUNC NOTEQUAL SetRenderState ALPHABLENDENABLE TRUE SetRenderState SRCBLEND SRCALPHA SetRenderState DESTBLEND INVSRCALPHA SetTexture 0 0 SetTextureStageState 0 TEXCOORDINDEX 0 //uses first set of UVs SetTextureStageState 0 ADDRESSU WRAP SetTextureStageState 0 ADDRESSV WRAP SetTextureStageState 0 MIPFILTER LINEAR SetTextureStageState 0 COLOROP SELECTARG1 //use vertex colours SetTextureStageState 0 COLORARG1 DIFFUSE SetTextureStageState 0 COLORARG2 TFACTOR SetTextureStageState 0 ALPHAOP MODULATE //use vertex alpha? SetTextureStageState 0 ALPHAARG1 TEXTURE SetTextureStageState 0 ALPHAARG2 DIFFUSE [END] [END] [EXPORT] xvc=1 usg=0 vachannel=99 uvsetcount=1 uvset1=1 uvset2=0 uvset3=0 uvset4=0 uvset5=0 uvset6=0 uvset7=0 uvset8=0 TexCount=1 DescriptionL1=Fire DescriptionL2=Single texture scrolled for flames DescriptionL3=Vertex coloured and vertex aplha'd DescriptionL4= DescriptionL5= TexDesc1=texture TexDesc2=unused TexDesc3=unused TexDesc4=unused TexDesc5=unused TexDesc6=unused TexDesc7=unused TexDesc8=unused MatRevision=1.0 [END]