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tech5/bin/base/generated/decls/renderprog/dimshadowcreatealpha.decl
T
2026-08-09 04:23:10 -07:00

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{
parms {
}
state {
colormask
alphamask
}
hlsl_vp {
#include "includes/vertex.inc"
CALC_TEXCOORDS( result.texcoord0 );
CALC_SKINNED_POSITION( result.position );
}
hlsl_fp {
float2 texcoord = fragment.texcoord0.xy;
BRANCH if ( $useVirtualMapping.x > 0.0 ) {
// this is basically only for non pre-lit levels, and shouldn't be used often.
// this doesn't attempt to get the derivative correct at the frac crossing point
texcoord = frac( texcoord ) * $virtualMapping.xy + $virtualMapping.zw;
}
float3 physCoord = VmtrVirtualToPhysical( texcoord );
// coverMap is stored in specularPages.w
float cover = texPhys( $physicalVmtrPagesMap0, physCoord.xy ).w;
clip( cover - 0.5 );
result.color = _float4( 1.0 );
}
}