ps.1.1 ;------------------------------------------------------------------------------ ; Draw a texture . . woo hoo! ; t0 - texture ; ; The texture coordinates need to be defined as follows: ; tc0 - texcoords ;------------------------------------------------------------------------------ def c2, 1.0f, 1.0f, 1.0f, 1.0f tex t0 tex t1 ; Blend between white and lightmap color based on total alpha #ifndef _XBOX mul_x2 r1.rgb, c0, t1 ; Apply overbright to lightmap + mov_sat r1.a, v0 ; opacity == vertex opacity (no alpha in texture) #else mul_x2 r1.rgb, c0, t1 + mov r1.a, v0 #endif lrp r0.rgb, t0.a, c1, r1 ; Blend between self-illum + lightmap + mov r0.a, c2.a #ifndef _XBOX lrp r0.rgb, r1.a, r0, c2 ; interpolate between white + color #else lrp r0.rgb, r1_sat.a, r0, c2 #endif