//Textured Vertex Coloured Only //Shader 1: Tex1 * Diffuse Shaders 1 [SHADER] UseProcessVertices AUTO SimultaneousTextures 2 FVF XYZ | DIFFUSE | TEX2 Lighting FALSE TextureFormat 0 DXT3 TextureFormat 1 DXT3 UseMipMaps 0 TRUE UseMipMaps 1 TRUE UVSource 0 0 UVSource 1 1 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 SetTexture 0 0 SetTextureStageState 0 TEXCOORDINDEX 0 SetTextureStageState 0 ADDRESSU WRAP SetTextureStageState 0 ADDRESSV WRAP SetTextureStageState 0 COLOROP MODULATE SetTextureStageState 0 COLORARG1 CURRENT SetTextureStageState 0 COLORARG2 TEXTURE SetTextureStageState 0 ALPHAOP SELECTARG1 SetTextureStageState 0 ALPHAARG1 CURRENT SetTextureStageState 0 ALPHAARG2 CURRENT SetTexture 1 1 SetTextureStageState 1 TEXCOORDINDEX 1 SetTextureStageState 1 ADDRESSU WRAP SetTextureStageState 1 ADDRESSV WRAP SetTextureStageState 1 COLOROP ADD 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=99 uvsetcount=2 uvset1=1 uvset2=2 uvset3=0 uvset4=0 uvset5=0 uvset6=0 uvset7=0 uvset8=0 TexCount=2 DescriptionL1=Two textures cross-faded by vertex alpha. DescriptionL2= DescriptionL3= DescriptionL4= DescriptionL5= TexDesc1=Texture 1 TexDesc2=Texture 2 TexDesc3=unused TexDesc4=unused TexDesc5=unused TexDesc6=unused TexDesc7=unused TexDesc8=unused MatRevision=1.0 [END]