source:
GTP/trunk/App/Demos/Illum/IBRBillboardCloudTrees/OGRE/IBRTreesOGRE/media/oldgeneral/depth_shadow_mapping_indirect_texturing_fp.shd
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1493
Revision 1493, 421 bytes checked in by igarcia, 18 years ago (diff) |
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1 | float4 gambient; |
2 | sampler textureAlpha: register(s0); |
3 | sampler leaf: register(s5); |
4 | |
5 | float4 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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