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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;