string description = "One texture, no lighting, blob-shadow-specific functionality";

#include "shaderAttrs.fxh"
#include "samplerDiffuse.fxh"
#include "blobShadow.hlsl"

float opacity
<
	int _unitID = 4;
> = 1;

technique {
	pass oneTexturePass {
		
		VertexShader = compile vs_2_0 VSMain(
			modelViewProjection );
		
		PixelShader = compile PS20_OR_PS14 PSMain(
			samplerDiffuse0,
			opacity );
	}
}
