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