Added shaders and doomscript from the build.
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{
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parms {
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}
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state {
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depthfunc GL_ALWAYS
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depthmask
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twosided
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}
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hlsl_vp {
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result.position = vertex.position;
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}
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hlsl_fp {
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float2 texcoord = screenPosToTexcoord( fragment.position.xy, $positionToViewTexture );
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result.hcolor = h4tex2D( $viewColorMap, texcoord.xy );
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}
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}
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