{ parms { stageSort sortLight lightColor lightColor * exposure * lightFade } state { depthfunc GL_LEQUAL depthMask alphaMask blend GL_ONE GL_ONE } hlsl_vp { #include "includes/interaction.inc" #include "skinning_normals.inc" INTERACTION_VERTEX; } hlsl_fp { #include "includes/shadow.inc" #include "includes/interaction.inc" float shadow; SAMPLE_POINT_LIGHT_SHADOW( shadow, fragment.texcoord5 ); INTERACTION_FRAGMENT_GRAZING( shadow ); } }