; DYNAMIC: "WRITEONETODESTALPHA" "0..1"
ps.1.1

tex t0	; base color
tex t1	; cube map
tex t3	; detail texture

mul r0, t0, c3			; base times modulation
mul r0.rgb, v0, r0		; apply vertex lighting
mul_x2 r0.rgb, c0, r0   ; * 2 * (overbrightFactor/2)
mul_x2 r0.rgb, r0, t3	; detail texture
mad r0.rgb, t1, c2, r0	; + envmap * envmaptint (color only)

#if WRITEONETODESTALPHA
+mov r0.a, c4			; make alpha 255
#endif