Added shaders and doomscript from the build.
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{
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parms {
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stageSort sortCoverage
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}
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hlsl_vp {
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// Convert back from 16 bit vertex elements.
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float4 position = vertex.position * $vertexXYZScale + $vertexXYZBias;
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result.position.x = dot4( position, $mvpMatrixX );
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result.position.y = dot4( position, $mvpMatrixY );
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result.position.z = dot4( position, $mvpMatrixZ );
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result.position.w = dot4( position, $mvpMatrixW );
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}
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hlsl_fp {
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// calculations in eye space
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float3 pos;
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pos.z = 1.0 / fragment.position.w;
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pos.xy = pos.z * ( 2.0 * screenPosToTexcoord( fragment.position.xy, $positionToViewTexture ) - 1.0 );
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float3 normal = -normalize( cross( ddx( pos ), ddy( pos ) ) );
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// light is above and to the right in the eye plane
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float3 L = normalize( float3( 1.0, 1.0, 0.0 ) - pos );
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result.color0.xyz = _float3( dot3( normal, L ) * 0.75 );
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result.color0.w = 1.0;
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result.color1 = _float4( 0.0 );
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}
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}
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