{ parms { stageSort sortLight lightColor lightColor * exposure * lightFade } state { depthfunc GL_LEQUAL depthMask alphaMask blend GL_ONE GL_ONE } hlsl_vp { #ifndef PC #define NOSHADOW #endif #include "includes/interaction.inc" #include "skinning_normals.inc" INTERACTION_VERTEX; } hlsl_fp { #include "includes/interaction.inc" #ifdef PC #include "includes/shadow.inc" float shadow; SAMPLE_POINT_LIGHT_SHADOW( shadow, fragment.texcoord5 ); #else float shadow = 1.0; #endif INTERACTION_FRAGMENT_SKIN( shadow ); } }