;Shadowbuffer pixel shader. xps.1.1 def c7, 0.6f, 0.6f, 0.6f, 0.0f tex t0 ; Base geometry texture (for alpha modulation). tex t1 ; Shadow depth buffer texture. ; White texture (outside of skater) we don't want to draw - so negate blue component into alpha. ; This way the white part of the texture will have zero alpha, the black part will have full alpha. mul r0.a, 1-t1.b, t0.a ; Modulate shadow alpha with base texture alpha (to neatly deal with holes in texture). +add r0.rgb, t1.rgb, c7.rgb ; Add in the ambient component to brighten up the shadow a bit.