Try this (this is just the left side, you just switch the L to R for the other side)
material FeyeMatL
{
technique 1
{
pass
{
shading gouraud
emissive 1 1 1 1
cull_hardware none
cull_software none
fragment_program_ref Eye_PS
{
param_named_auto colorMod1 custom 1
param_named_auto colorMod2 custom 2
}
texture_unit
{
texture feyeMask1_0.png
tex_coord_set 0
}
texture_unit
{
texture feyeMask2.png
tex_coord_set 1
}
texture_unit
{
texture feyeShade.jpg
tex_coord_set 2
}
}
pass
{
ambient 0.6 0.6 0.6 1
cull_hardware none
cull_software none
scene_blend alpha_blend
texture_unit
{
texture feyelids.png
}
pass
{
scene_blend add
cull_hardware none
cull_software none
emissive 1 1 1
texture_unit
{
env_map spherical
texture world.jpg
}
}
}
technique 2
{
pass
{
shading gouraud
emissive 1 1 1 1
texture_unit
{
texture feyeMask1_0.png
colour_op_ex blend_texture_alpha src_texture src_manual 1 0 0 1
}
texture_unit
{
texture feyeMask2.png
colour_op_ex blend_texture_alpha src_current src_manual 0 1 0 1
}
}
pass
{
shading gouraud
emissive 1 1 1 1
depth_func equal
scene_blend zero src_colour
texture_unit
{
texture feyeShade.jpg
colour_op modulate
}
}
pass
{
ambient 0.6 0.6 0.6 1
cull_hardware none
cull_software none
scene_blend alpha_blend
texture_unit
{
texture feyelids.png
}
pass
{
scene_blend add
cull_hardware none
cull_software none
emissive 1 1 1
texture_unit
{
env_map spherical
texture world.jpg
}
}
}
}
Backup the other code just in case I made a typo.