xps.1.1 tex t0 ; Lightmap tex t1 ; Texture (RGB) tex t3 ; Bump normal map xdd r0.rgb, r1.rgb, t3_bx2, v1_bx2, c0, v1_bx2 add r0.rgb, r0, -r1 ; Delta angle mad r1.rgb, t0, c1, c2 mad r0.rgb, r0_sat, r1, r1 +mov r0.a, v0.a xfc fog.a, prod, fog.rgb, zero, t1, r0, r0.a /* bump_normal vertex_normal light_direction light_color bump_angle = Dot(bump_normal, light_direction) light_angle = Dot(vertex_normal, light_direction) delta_angle = bump_angle - light_angle bumpmapped_lighting = delta_angle*lightmap + light_angle*light_color radiosity_ambient = lightmap - light_angle*light_color final_color = texture*(bumpmapped_lighting + radiosity_ambient) */