!!ARBfp1.0 ATTRIB v_los = fragment.texcoord[1]; PARAM sunColor = program.local[0]; TEMP tex, losTex, color; TEX tex, fragment.texcoord[0], texture[0], 2D; TEMP temp; MOV temp, 0.5; ADD color.rgb, fragment.color, sunColor; MUL color.rgb, color, temp; MUL color.rgb, color, tex; // Multiply everything by the LOS texture TEX losTex, v_los, texture[1], 2D; MUL result.color.rgb, color, losTex.a; MUL result.color.a, tex, fragment.color; END