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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newDiffuseScale exposure.x * newDiffuseScale
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}
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state {
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depthfunc GL_LEQUAL
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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 = dot( position, $mvpMatrixX );
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result.position.y = dot( position, $mvpMatrixY );
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result.position.z = dot( position, $mvpMatrixZ );
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result.position.w = dot( position, $mvpMatrixW );
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float4 normal = vertex.normal * 2.0 - 1.0;
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float4 tangent = vertex.tangent * 2.0 - 1.0;
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float3 bitangent = cross( normal.xyz, tangent.xyz ) * tangent.w;
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// texture 0 takes the base coordinates modified by stScaleBias
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// for 16 bit vertex elements
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result.texcoord0 = ( vertex.texcoord0.xy * $vertexStScaleBias.xy + $vertexStScaleBias.zw ).xyxy;
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// transform the local space vectors to world space
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result.texcoord1.x = dot3( tangent, $modelMatrixX );
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result.texcoord1.y = dot3( bitangent, $modelMatrixX );
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result.texcoord1.z = dot3( normal, $modelMatrixX );
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result.texcoord1.w = 0.0;
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result.texcoord2.x = dot3( tangent, $modelMatrixY );
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result.texcoord2.y = dot3( bitangent, $modelMatrixY );
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result.texcoord2.z = dot3( normal, $modelMatrixY );
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result.texcoord2.w = 0.0;
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result.texcoord3.x = dot3( tangent, $modelMatrixZ );
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result.texcoord3.y = dot3( bitangent, $modelMatrixZ );
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result.texcoord3.z = dot3( normal, $modelMatrixZ );
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result.texcoord3.w = 0.0;
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// dir from the viewer to the vertex
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result.texcoord4.x = dot4( position, $modelMatrixX );
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result.texcoord4.y = dot4( position, $modelMatrixY );
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result.texcoord4.z = dot4( position, $modelMatrixZ );
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result.texcoord4.xyz -= $globalViewOrigin.xyz;
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result.texcoord4.w = 0.0;
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}
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hlsl_fp {
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#include "includes/unique.inc"
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result.color1 = PackFeedback( CalculateFeedback( fragment.texcoord0.xy, $virtualTextureFeedbackFloat, $physicalUniqueFilterParms ) );
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half4 sampleSpecular;
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half4 sampleYCoCg;
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half4 sampleNormal;
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half4 color;
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FETCH_UNIQUE( sampleSpecular, sampleYCoCg, sampleNormal );
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CALC_DIFFUSE_RGB( color, sampleYCoCg );
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APPLY_SPECULAR( color, sampleSpecular, sampleNormal, fragment.htexcoord1.xyz, fragment.htexcoord2.xyz, fragment.htexcoord3.xyz, fragment.htexcoord4.xyz );
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result.color0 = color;
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}
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}
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