{ parms { stageSort sortCoverage } state { depthfunc GL_ALWAYS depthmask blend GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA } hlsl_vp { result.position.x = dot4( vertex.position, $mvpMatrixX ) * $testImageFlip.x; result.position.y = dot4( vertex.position, $mvpMatrixY ) * $testImageFlip.y; result.position.z = dot4( vertex.position, $mvpMatrixZ ); result.position.w = dot4( vertex.position, $mvpMatrixW ); result.texcoord0.xy = vertex.texcoord0.xy; result.texcoord0.zw = _float2( 0.0 ); } hlsl_fp { result.color = _float4( tex2Ddepth_fast( $textureMapShadow, fragment.texcoord0.xy ) ); result.color.w = 1.0; } }