// EMERGENT GAME TECHNOLOGIES PROPRIETARY INFORMATION // // This software is supplied under the terms of a license agreement or // nondisclosure agreement with Emergent Game Technologies and may not // be copied or disclosed except in accordance with the terms of that // agreement. // // Copyright (c) 1996-2008 Emergent Game Technologies. // All Rights Reserved. // // Emergent Game Technologies, Chapel Hill, North Carolina 27517 // http://www.emergent.net ;Modulate the base map and add in the specular. We calculate the alpha pipe ;alongside the color pipe, but it really doesn't matter since we disable ;alpha blending in the NSF file. ; ;B = Base map ;DL = Diffuse Lighting Color ;SL = Specular Lighting Color ;Oc = Output color ;Oa = Output alpha ; ;Oc = B * DL + SL ;Oa = B * DL + SL ; ps_1_1 def c0, 1.0, 0.0, 0.0, 1.0 tex t0 mul r0, t0, v0 add r0, r0, v1