texture TEXTURE;   
    

technique TN
{
    pass P0
    {
        VertexShader = null;

		FillMode = Solid;
        Lighting = False;
        AlphaBlendEnable = True;        
        SrcBlend  = SrcAlpha;
        DestBlend = InvSrcAlpha;
        
        ColorOp[0]   = SelectArg1;
        ColorArg1[0] = Texture;
        ColorArg2[0] = Diffuse;

        AlphaOp[0]   = Modulate;
        AlphaArg1[0] = Texture;
        AlphaArg2[0] = TFactor;        
        
        MinFilter[0] = Linear;
        MagFilter[0] = Linear;
        MipFilter[0] = Point;

        Texture[0]   = <TEXTURE>;
    }
}

technique TB
{
    pass P0
    {
        VertexShader = null;

		FillMode = Solid;
        Lighting = False;
        AlphaBlendEnable = True;        
        SrcBlend  = SrcAlpha;
        DestBlend = One;
        
        ColorOp[0]   = SelectArg1;
        ColorArg1[0] = Texture;
        ColorArg2[0] = Diffuse;

        AlphaOp[0]   = Modulate;
        AlphaArg1[0] = Texture;
        AlphaArg2[0] = TFactor;        
        
        MinFilter[0] = Linear;
        MagFilter[0] = Linear;
        MipFilter[0] = Point;

        Texture[0]   = <TEXTURE>;
    }
}