OPTION ARB_precision_hint_fastest; $include "megatexture/mt_common_fragment.inc" MUL combined.xyz, combined, $diffuseColor; $ifdef bakedamb MUL combined.xyz, combined, $parameters.w; $endif $if r_skipDiffuse MUL combined.rgb, 1, $diffuseColor; $endif $ifndef premult $if !r_skipBump MUL combined, combined, combined.a; $endif $endif # calc falloff MOV R7, defaultTexCoord; MOV R7.x, fragment.texcoord[6].z; TEX R7, R7, $lightFalloffMap, 2D; MUL combined, combined, R7; TXP R7, fragment.texcoord[6], $lightProjectionMap, 2D; MUL combined, combined, R7; $ifdef brightness MUL combined.xyz, combined, $parameters.y; $endif #MUL result.color.xyz, combined, fragment.color; MOV result.color.a, 0; $ifdef megatexSpecular MUL combined, combined, fragment.color; MAD result.color.xyz, fragment.texcoord[4], 0.00005, 0.5; DP3 R1.w, fragment.texcoord[3], fragment.texcoord[3]; RSQ R1.w, R1.w; MUL R2.xyz, fragment.texcoord[3], R1.w; DP3 R1.w, fragment.texcoord[4], fragment.texcoord[4]; RSQ R1.w, R1.w; MUL R3.xyz, fragment.texcoord[4], R1.w; ADD R1, R2, R3; DP3 R1.w, R1, R1; RSQ R1.w, R1.w; MUL R1.xyz, R1, R1.w; DP3 R1.w, R1, fragment.texcoord[5]; MUL R1.w, R1.w, R1.w; MUL R1.w, R1.w, R1.w; # MUL R1.w, R1.w, R1.w; # MUL R1.w, R1.w, R1.w; TEMP SPECMASK; TEX SPECMASK, fragment.texcoord[7], $mask, 2D; MUL R1.w, R1.w, 20; MUL R1.w, R1.w, SPECMASK.x; ADD R1.w, 1, R1.wwww; MUL result.color.xyz, combined, R1.w; #MOV result.color.xyz, SPECMASK; #MOV result.color.xyz, R1.w; $else MUL result.color.xyz, combined, fragment.color; $endif #MOV result.color.xyz, combined.a;