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ps.1.1 def c0, 1.0f, 1.0f, 1.0f, 1.0f tex t0 ; To accomplish shadow fading, subtract vertex alpha from texture alpha ; color channel isn't used... sub_sat r0.a, t0.a, v0.a ; Blend between white and the constant color... lrp r0.rgba, 1-r0.a, c0, c1