; shadow render pixel shader ; t0 is the shadow map projected ps.1.4 def c0, 0.0f, 0.0f, 0.0f, 1.0f def c2, 0.2f, 0.2f, 0.2f, 0.06f texld r0, t0 texld r1, t1 texld r2, t2 texld r3, t3 texld r4, t4 // The mul has to happen here first because we overflow otherwise mov r0.rgb, c0 +mul r0.a, r0.a, c2.a mad r0.a, r1.a, c2.a, r0.a mad r0.a, r2.a, c2.a, r0.a mad r0.a, r3.a, c2.a, r0.a mad r0.a, r4.a, c2.a, r0.a mul r0.a, v0.a, r0.a
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