BMAP* a = "alpha.pcx";
BMAP* b = "mtl2.pcx";
MATERIAL* mtl_UV_alphaClamp =
{
skin1=a;
skin2=b;
effect = "
matrix matMtl;
texture entSkin1;
texture mtlSkin1;
texture mtlSkin2;
technique uvspeed
{
pass p0
{
// For this we must reorder the textures
Texture[0] = <entSkin1>; // block
Texture[1] = <mtlSkin2>; // grass
Texture[2] = <mtlSkin1>; // alpha
TexCoordIndex[0] = 1; //
TexCoordIndex[1] = 1; //
TexCoordIndex[2] = 1; //
ColorArg1[0] = Texture; // Get texture in 0
ResultArg[0] = Temp; // and save it in temp
ColorArg1[1] = Texture; // Get texture in 1
ColorOp[1] = SelectArg1; // and make it current
TextureTransformFlags[2] = Count2; // Select shifting and set matrix values
TextureTransform[2] = {
1.0, 0.0, 0.0, 0.0, // xscale, rotate, ------, ------
0.0, 1.0, 0.0, 0.0, // ------, yscale, ------, ------
2.0, 2.0, 0.0, 0.0, // xshift, yshift, ------, ------
0.0, 0.0, 0.0, 0.0 // ------, ------, ------, ------
};
ColorArg0[2] = Texture; // Get texture in 2 (alpha)
ColorArg1[2] = Current; // and the current (grass)
ColorOp[2] = Lerp; // interpolate
ColorArg2[2] = Temp; // and from temp (stone)
}
}";
}