//========== Copyright (c) Valve Corporation, All rights reserved. ==========// sampler g_sShadow : register( s0 ); struct PS_INPUT { float2 uv : TEXCOORD0; }; float4 main( PS_INPUT i ) : COLOR0 { float4 vShadow = tex2D( g_sShadow, i.uv ); float4 o = 0; o.a = 1.0 - vShadow.x; return o; }