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