xps.1.1 tex t0 ; base map tex t1 ; normal map tex t2 ; ranged point light vector tex t3 ; tangent space vector #include "../win32/shader_constants.h" ; dot product bump and cube maps dp3 r1.rgb, t1_bx2, t3_bx2 ; factor in falloff mul r0.rgb, r1.rgb, t2.a ; factor in the light color mul r0.rgb, r0.rgb, c[CP_DIFFUSE_COLOR] ; factor in base texture mul r0, r0, t0 xfc zero, zero, r0, zero, zero, zero, zero