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ps.1.1
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// Have a couple extra textures to burn here. Only thing
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// I've thought of is to have an additional texture to
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// make the front of the wave solid. So it's UVW would be
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// the same as the base texture, but the texture itself would
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// be just a thin horizontal band of alpha. Then just add that
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// alpha to the output alpha.
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//
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// Let's get the first cut running first.
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tex t0;
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tex t1;
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tex t2;
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//mul r0, v0, t0;
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//mul r0, r0, t1;
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//add r0.a, r0, t2;
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// 1.0 mov r0, t0;
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// 1.0 mul r0, r0, t1;
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mul r0, t0, t1;
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// TEST add r0.a, r0, t2; // TEST
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add r0, r0, t2; // TEST
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mul r0, r0, v0;
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//mul r0.rgb, r0, r0.a; // TEST
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//mov r0, t1;
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