; const float intensity = Clamp(Dot(texture_0 + texture_1, light_dir)) ; const Vec3 color = 2*intensity*gradient_0 + ambient ; const float alpha = gradient_0*texture_0*texture_1 xps.1.1 tex t0 ; 3D Normal Texture tex t1 ; Normal texture add r0.rgb, t0_bx2, t1_bx2 +mul r0.a, v0, t0 dp3 r0.rgb, r0, c0_bx2 ; Light intensity +mul r0.a, r0, t1 mul_x2 r0.rgb, r0_sat, v0 ; Burn the color a little xfc zero, zero, r0, c2, zero, zero, r0.a // do not remove this line! KK20010702