//Textured Lit. //Shader 1: Tex1 Shaders 1 [SHADER] UseProcessVertices AUTO SimultaneousTextures 1 Streams 3 Stream 0 float3:0 float3:2 //first positional/normal VB Stream 1 float3:1 float3:3 //second positional/normal VB Stream 2 float2:6 //texcoords (2 floats) [did have d3dcolor:4 for first component diffuse] VertexShader VertAnimShader.vsh VertexShaderRegister 0 WVPMatrix //WVP matrix in constants 0-3 Lighting FALSE DiffuseReflection VERTEX AmbientReflection VERTEX TextureFormat 0 DXT3 UseMipMaps 0 TRUE UVSource 0 0 Passes 1 [PASS] Stages 1 SetRenderState ZENABLE TRUE SetRenderState ZWRITEENABLE TRUE SetRenderState FILLMODE SOLID SetRenderState CULLMODE NONE SetRenderState FOGENABLE FALSE SetRenderState ALPHATESTENABLE false SetRenderState ALPHAFUNC NOTEQUAL SetRenderState ALPHABLENDENABLE false SetRenderState SRCBLEND SRCALPHA SetRenderState DESTBLEND INVSRCALPHA SetTexture 0 0 SetTextureStageState 0 TEXCOORDINDEX 0 //uses first set of UVs SetTextureStageState 0 ADDRESSU CLAMP SetTextureStageState 0 ADDRESSV CLAMP SetTextureStageState 0 COLOROP MODULATE SetTextureStageState 0 COLORARG1 TEXTURE SetTextureStageState 0 COLORARG2 DIFFUSE SetTextureStageState 0 ALPHAOP MODULATE SetTextureStageState 0 ALPHAARG1 TEXTURE SetTextureStageState 0 ALPHAARG2 DIFFUSE [END] [END] [EXPORT] xvc=0 usg=1 vachannel=-1 uvsetcount=1 uvset1=1 uvset2=0 uvset3=0 uvset4=0 uvset5=0 uvset6=0 uvset7=0 uvset8=0 TexCount=1 DescriptionL1=double sided single texture with lighting DescriptionL2= DescriptionL3= DescriptionL4= DescriptionL5= TexDesc1=texture TexDesc2=unused TexDesc3=unused TexDesc4=unused TexDesc5=unused TexDesc6=unused TexDesc7=unused TexDesc8=unused MatRevision=1.0 [END]