Added shaders and doomscript from the build.
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{
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inherit landUniqueBump
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state {
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depthfunc GL_LEQUAL
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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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clip( sampleSpecular.w - 0.5 );
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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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