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How were shadow textures implemented in this 3D game from the 90s?

Thanks for the ideas everyone! 

@supervga and a-light-breeze, your note was actually RIGHT on the money - “glBlendFunc(GL_DST_COLOR, GL_ZERO)" gives the exact output I see in the original game, and I don't need to pre-process the texture to calculate alpha at all. That's amazing - I'll have to …

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