pass P0 ////////////////////////////////////////////////////// //// Lets lay the first TEXTURE down. no alpha work //// This will tile across the entire HMP ////////////////////////////////////////////////////// {
pass P1 ////////////////////////////////////////////////////// //// Now we blend another TEXTURE using an alphamap //// This TEXTURE will be blended ////////////////////////////////////////////////////// {
// We need to enable alphablending LIGHTING = false; alphablendenable=true; srcblend=srcalpha; destblend=invsrcalpha;
// AlphaTestEnable uses the AlphaRef and AlphaFunc to // determine which pixels get drawn. // In this case, anything greater that 0 will be drawn. alpharef=0x00000000; //Reference Value alphafunc=Greater; //Comparison Function
pass P2 //////////////////////////////////////////////////// //// A ditto of Pass p1 but with different a different //// TEXTURE and alphamap /////////////////////////////////////////////////// {
pass P3 //////////////////////////////////////////////////// //// A ditto of Pass p1 but with different a different //// TEXTURE and alphamap /////////////////////////////////////////////////// {