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

Revision 1493, 421 bytes checked in by igarcia, 18 years ago (diff)
Line 
1float4 gambient;       
2sampler textureAlpha: register(s0);
3sampler leaf: register(s5);
4
5float4 main(float3 normal:    TEXCOORD0,  float3 lightVec : TEXCOORD1,   float4 texCoord:  TEXCOORD2,  float4 texCoordNormalized: TEXCOORD3) : COLOR
6{
7   float depth = length(lightVec.xyz);
8
9   if (tex2D(textureAlpha,texCoord).w > 0.0)
10   {
11               
12        return float4(gambient.xyz,depth);             
13   }
14   else
15   {
16        discard;
17   }
18}
19
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