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 SRC_ALPHA ONE_MINUS_SRC_ALPHA
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depthmask
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depthfunc GL_ALWAYS
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twosided
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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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result.texcoord0 = float4( vertex.texcoord0.x, vertex.texcoord0.y, 0, 0 );
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result.color = swizzleColor( vertex.color );
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}
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hlsl_fp {
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float2 upper = fragment.texcoord0.xy;
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float2 delta;
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delta.x = ddx( upper ).x * 0.25f;
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delta.y = ddy( upper ).y * 0.25f;
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float4 color = 0.25 * (
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tex2Dbias( $transMap, float4( upper.x-delta.x, upper.y-delta.y, 0, -1 ) ) +
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tex2Dbias( $transMap, float4( upper.x-delta.x, upper.y+delta.y, 0, -1 ) ) +
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tex2Dbias( $transMap, float4( upper.x+delta.x, upper.y+delta.y, 0, -1 ) ) +
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tex2Dbias( $transMap, float4( upper.x+delta.x, upper.y-delta.y, 0, -1 ) ) );
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// gamma correct the anti-aliasing
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// color.w = pow( color.w, 1.0 / 2.2 );
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result.color = fragment.color;
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result.color.w = color.w * fragment.color.w;
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}
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}
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