📄 grounddecals.fp
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!!ARBfp1.0
OPTION ARB_fog_linear;
OPTION ARB_fragment_program_shadow;
TEMP temp;
TEMP shadow,tempColor,shadeColor,shadeTex;
TEX shadow, fragment.texcoord[2], texture[2], SHADOW2D;
ADD shadow.x, 1,-shadow.x;
MUL shadow.x, shadow.x,program.env[11].w;
TEX shadeTex, fragment.texcoord[1], texture[1], 2D;
MUL shadow.x, shadow.x,shadeTex.w;
ADD shadow.x, 1,-shadow.x;
MOV shadeTex, {1,1,1,1};
LRP shadeColor, shadow.x, shadeTex, program.env[10];
#MOV shadeColor, shadeTex; # no shading is still better than blackness :S
TEX tempColor, fragment.texcoord[0], texture[0], 2D;
MUL result.color, tempColor,shadeColor;
#MOV result.color, tempColor;
MUL result.color.w,tempColor.w,fragment.color.w;
END
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