Added shaders and doomscript from the build.
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{
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parms {
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stageSort sortTrans
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}
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state {
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blend GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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depthmask
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alphamask
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depthfunc GL_ALWAYS
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}
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hlsl_vp {
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result.position.x = dot4( vertex.position, $mvpMatrixX );
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result.position.y = dot4( vertex.position, $mvpMatrixY );
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result.position.z = dot4( vertex.position, $mvpMatrixZ );
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result.position.w = dot4( vertex.position, $mvpMatrixW );
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float2 tc = vertex.texcoord0.xy * $particleStScaleBias.x + $particleStScaleBias.y;
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result.texcoord0 = tc.xyxy;
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result.color = swizzleColor( vertex.color ) * $color;
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}
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hlsl_fp {
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result.color = tex2D( $transMap, fragment.texcoord0.xy ) * fragment.color;
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}
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}
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