📄 shadowmapps.txt
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//Pixel shader for shadow mapping
//Does (diffuse+specular)*tex0
//Believe it or not, this is not possible without pixel shaders, since in D3D the specular
//component is always added after the texture stages.
ps.1.1 //version 1.1
tex t0 //sample shadow map
add r1, v0, v1 //r1=diffuse+specular
mul r0, r1, t0 //r0=(diffuse+specular)*shadow map
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