Added shaders and doomscript from the build.
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@@ -0,0 +1,35 @@
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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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// 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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}
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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, $physicalUniqueDiffuseOnlyFilterParms ) );
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half4 sampleYCoCg;
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half4 color;
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FETCH_DIFFUSE_ONLY( sampleYCoCg );
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CALC_DIFFUSE_RGB( color, sampleYCoCg );
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result.color0 = color;
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}
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}
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