//Textured Vertex Coloured Only //Shader 1: Tex1 * Diffuse Shaders 1 [SHADER] UseProcessVertices AUTO SimultaneousTextures 1 FVF XYZ | DIFFUSE | TEX1 Lighting FALSE TextureFormat 0 DXT3 UseMipMaps 0 TRUE UVSource 0 0 Passes 1 [PASS] Stages 2 SetRenderState ZENABLE TRUE SetRenderState ZWRITEENABLE TRUE SetRenderState FILLMODE SOLID SetRenderState CULLMODE CCW SetRenderState ALPHATESTENABLE false SetRenderState ALPHAFUNC NOTEQUAL SetRenderState ALPHABLENDENABLE false SetRenderState SRCBLEND SRCALPHA SetRenderState DESTBLEND INVSRCALPHA SetRenderState TEXTUREFACTOR 0xffffffff SetTexture 0 0 SetTextureStageState 0 TEXCOORDINDEX 0 SetTextureStageState 0 ADDRESSU WRAP SetTextureStageState 0 ADDRESSV WRAP SetTextureStageState 0 COLOROP BLENDTEXTUREALPHA SetTextureStageState 0 COLORARG1 TFACTOR SetTextureStageState 0 COLORARG2 DIFFUSE SetTextureStageState 0 ALPHAOP SELECTARG1 SetTextureStageState 0 ALPHAARG1 TEXTURE SetTextureStageState 0 ALPHAARG2 CURRENT SetTexture 1 0 SetTextureStageState 1 TEXCOORDINDEX 0 SetTextureStageState 1 ADDRESSU WRAP SetTextureStageState 1 ADDRESSV WRAP SetTextureStageState 1 COLOROP MODULATE SetTextureStageState 1 COLORARG1 CURRENT SetTextureStageState 1 COLORARG2 TEXTURE SetTextureStageState 1 ALPHAOP SELECTARG1 SetTextureStageState 1 ALPHAARG1 CURRENT SetTextureStageState 1 ALPHAARG2 CURRENT [END] [END] [EXPORT] xvc=1 usg=0 vachannel=-1 uvsetcount=1 uvset1=1 uvset2=0 uvset3=0 uvset4=0 uvset5=0 uvset6=0 uvset7=0 uvset8=0 TexCount=1 DescriptionL1=Single texture with vertex colours, faded by alpha. DescriptionL2= DescriptionL3= DescriptionL4= DescriptionL5= TexDesc1=Texture. Alpha fades vertex colours. TexDesc2=unused TexDesc3=unused TexDesc4=unused TexDesc5=unused TexDesc6=unused TexDesc7=unused TexDesc8=unused MatRevision=1.0 [END]