//32bit Textured Shaders 1 [SHADER] UseProcessVertices AUTO SimultaneousTextures 2 FVF XYZ | TEX2 Lighting FALSE TextureFormat 0 DXT3 TextureFormat 1 DXT3 UseMipMaps 0 TRUE UseMipMaps 1 TRUE UVSource 0 0 UVSource 1 1 Passes 1 Textureanimation waterfall.txt [PASS] Stages 2 SetRenderState ZENABLE TRUE SetRenderState ZWRITEENABLE FALSE SetRenderState FILLMODE SOLID SetRenderState CULLMODE NONE SetRenderState ALPHATESTENABLE FALSE 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 COLOROP SELECTARG1 SetTextureStageState 0 COLORARG1 TEXTURE SetTextureStageState 0 COLORARG2 DIFFUSE SetTextureStageState 0 ALPHAOP SELECTARG1 SetTextureStageState 0 ALPHAARG1 TEXTURE SetTextureStageState 0 ALPHAARG2 DIFFUSE SetTexture 1 1 SetTextureStageState 1 TEXCOORDINDEX 1 //uses second set of UVs SetTextureStageState 1 ADDRESSU WRAP SetTextureStageState 1 ADDRESSV WRAP SetTextureStageState 1 COLOROP BLENDCURRENTALPHA SetTextureStageState 1 COLORARG1 TEXTURE SetTextureStageState 1 COLORARG2 CURRENT SetTextureStageState 1 ALPHAOP SELECTARG1 SetTextureStageState 1 ALPHAARG1 CURRENT SetTextureStageState 1 ALPHAARG2 DIFFUSE [END] [END] [EXPORT] xvc=0 usg=0 vachannel=-1 uvsetcount=2 uvset1=1 uvset2=0 uvset3=0 uvset4=0 uvset5=0 uvset6=0 uvset7=0 uvset8=0 TexCount=2 DescriptionL1=Waterfall DescriptionL2=Single texture animated DescriptionL3=Overlay texture scrolled DescriptionL4= DescriptionL5= TexDesc1=texture TexDesc2=overlay noise TexDesc3=unused TexDesc4=unused TexDesc5=unused TexDesc6=unused TexDesc7=unused TexDesc8=unused MatRevision=2.0 [END]