source: GTP/trunk/App/Demos/Illum/IBRBillboardCloudTrees/OGRE/IBRTreesOGRE/media/oldgeneral/depth_shadow_mapping_fp.shd @ 1493

Revision 1493, 336 bytes checked in by igarcia, 18 years ago (diff)
Line 
1float4 gambient;
2sampler textureAlpha: register(s0);
3
4float4 main(float3 normal: TEXCOORD0, float3 lightVec: TEXCOORD1, float4 texCoord: TEXCOORD2) : COLOR
5{
6   float depth = length(lightVec.xyz);
7   if (tex2D(textureAlpha,texCoord).w > 0.0)
8   {
9        return float4(gambient.xyz,depth);
10   }
11   else
12   {
13        discard;
14   }
15}
16
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