{ interaction // load the _point / _parallel / _spot version parms { stageSort sortLight lightColor lightColor * exposure * lightFade } state { depthfunc GL_LEQUAL depthMask alphaMask blend GL_ONE GL_ONE } hlsl_vp { #define NOSHADOW #include "includes/interaction.inc" #include "skinning_normals.inc" INTERACTION_VERTEX; } hlsl_fp { #include "includes/interaction.inc" float shadow = 1.0; INTERACTION_FRAGMENT_SIMPLE( shadow ); } }