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

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{
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_PARALLEL_LIGHT_SHADOW( shadow, fragment.texcoord5, fragment.texcoord2.w );
#else
float shadow = 1.0;
#endif
INTERACTION_FRAGMENT_SKIN( shadow );
}
}