!!ARBfp1.0
ATTRIB tex = fragment.texcoord[0];
ATTRIB lightshade = fragment.texcoord[1];
ATTRIB InEdge = fragment.texcoord[2];
PARAM Half = {.4,0,0,0};
PARAM LightStep0Value = {.6,0,0,0};
#FIX SHADING!!!!

OUTPUT outColor = result.color;

TEMP tmp,shade;



#resone

MOV shade.x,lightshade.x;
SGE shade.x, shade.x,Half.x; 
ADD shade.x, shade.x,LightStep0Value.x;

SGE tmp.x, InEdge.x,Half.x;

MUL shade.x,shade.x,tmp.x;

TXP tmp, tex, texture, 2D;           #sample the texture
MUL tmp,tmp,shade.x;


MOV outColor,tmp;

END 
