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

; Get the color from the texture
tex t0
tex t3

mul r1, c1, t3
mad r0, t0, c3, r1
mul r0.rgb, v0, r0		; Apply lighting
mul_x2 r0.rgb, c0, r0   ; * 2 * (overbrightFactor/2)

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