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2026-08-09 04:23:10 -07:00

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{
parms {
lightColor lightColor * exposure
}
state {
blend GL_DST_COLOR GL_ONE
alphaMask
depthMask
depthFunc GL_GREATER
#if 1
stencilFunc EQUAL 1 255 // only draw on stencil = 1
stencilOp KEEP KEEP KEEP
#endif
}
hlsl_vp {
result.position.x = dot4( vertex.position, $mvpMatrixX );
result.position.y = dot4( vertex.position, $mvpMatrixY );
result.position.z = dot4( vertex.position, $mvpMatrixZ );
result.position.w = dot4( vertex.position, $mvpMatrixW );
}
hlsl_fp {
#include "blendLight_fragment.inc"
float4 viewColor = tex2Dlod( $viewColorMap, float4(window.xy, 0.0, 0.0) );
float shadow = viewColor.w; // from alpha channel
if ( shadow > 0.59 && shadow < 0.91 ) {
shadow = saturate((shadow - 0.6)*(1.0/0.3));
color *= shadow;
}
result.color = color * color.w;
}
}