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

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{
parms {
}
state {
depthFunc ALWAYS
depthMask
colorMask
alphaMask
}
hlsl_vp {
float4 pos = vertex.position;
float3 normal = vertex.normal.xyz * 2.0 - 1.0;
if ( dot3( normal, $dimShadowExtrude ) > 0.0 ) {
float dist = dot4( pos, $dimShadowClipPlane );
float closing = dot3( $dimShadowExtrude.xyz, $dimShadowClipPlane.xyz );
pos.xyz -= $dimShadowExtrude.xyz * ( dist / closing );
}
result.position.x = dot4( pos, $mvpMatrixX );
result.position.y = dot4( pos, $mvpMatrixY );
result.position.z = dot4( pos, $mvpMatrixZ );
result.position.w = dot4( pos, $mvpMatrixW );
}
hlsl_fp {
result.color = float4( 0.0, 0.0, 0.0, 1.0 );
}
}