{ parms { } state { colormask alphamask } hlsl_vp { #include "includes/vertex.inc" CALC_TEXCOORDS( result.texcoord0 ); CALC_SKINNED_POSITION( result.position ); } hlsl_fp { float2 texcoord = fragment.texcoord0.xy; BRANCH if ( $useVirtualMapping.x > 0.0 ) { // this is basically only for non pre-lit levels, and shouldn't be used often. // this doesn't attempt to get the derivative correct at the frac crossing point texcoord = frac( texcoord ) * $virtualMapping.xy + $virtualMapping.zw; } float3 physCoord = VmtrVirtualToPhysical( texcoord ); // coverMap is stored in specularPages.w float cover = texPhys( $physicalVmtrPagesMap0, physCoord.xy ).w; clip( cover - 0.5 ); result.color = _float4( 1.0 ); } }