To test it... just replace current springcontent.sdz
with this one. Sorry, I didn't realize that most of you guys don't ever mess with the fragment programs (which is a "duh", because they're not much fun to mess with).
It's not a very complex program- all it does is get the texture, get the light value for groundSunColor, and apply the shadow texture, which is colored groundAmbientColor, and uses an alpha value of groundShadowDensity, IIRC. Ground Decals use alpha, but they don't do reflectivity or blinn stuff, so it was Easy Enough for Argh® - really, it was just monkey work, figuring out how the parts interrelated, and the only confusing part is that groundFPshadow.fp, which I based it on, uses slightly different math for the end, because of the funky texture system for unit trails.
In fact... hey... why don't we replace groundFPshadow with this, and then we can finally have unit Footprints that are in full color, and use a normal alpha channel?
Previously, it wasn't applying the light value first, and the previous version had some comment about how they'd left it that way because otherwise the shadows were black, which was because it wasn't correctly applying the alpha or color. I figured out where they'd gone wrong, and fixed it, by comparing with groundFPshadow.fp, so it's quite similar now.
At any rate, I'd appreciate it if somebody could find the time to test and commit this, it fixes a "minor bug" that's actually pretty important in terms of look-and-feel, and I can't see how there could be any serious bugs associated with it- fragment programs either run or crash, there really isn't a lot of wiggle-room.