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29 lines
541 B
29 lines
541 B
5 years ago
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ps.1.4
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def c0, 1.0f, 1.0f, 1.0f, 1.0f
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def c2, 0.2f, 0.2f, 0.2f, 0.2f
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texld r0, t0
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texld r1, t1
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texld r2, t2
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texld r3, t3
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texld r4, t4
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// The mul has to happen here first because we overflow otherwise
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mul r0.r, r0.a, c2.a
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mad r0.r, r1.a, c2.a, r0.r
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mad r0.r, r2.a, c2.a, r0.r
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mad r0.r, r3.a, c2.a, r0.r
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mad r0.r, r4.a, c2.a, r0.r
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; To accomplish shadow fading, subtract vertex alpha from texture alpha
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; color channel isn't used...
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sub_sat r0.a, r0.r, v0.a
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; Blend between white and the constant color...
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lrp r0.rgba, 1-r0.a, c0, c1
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