{ parms { lightColor lightColor * exposure } state { blend GL_DST_COLOR GL_ONE alphaMask depthMask depthFunc GL_GREATER stencilFunc EQUAL 1 255 // only draw on stencil = 1 stencilOp KEEP KEEP KEEP } hlsl_vp { result.position.x = dot4( vertex.position, $mvpMatrixX ); result.position.y = dot4( vertex.position, $mvpMatrixY ); result.position.z = dot4( vertex.position, $mvpMatrixZ ); result.position.w = dot4( vertex.position, $mvpMatrixW ); } hlsl_fp { #include "blendLight_fragment.inc" result.color = color * color.w; } }