Added shaders and doomscript from the build.
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{
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inherit basicBlend
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parms {
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stageSort sortEmit
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}
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state {
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blend GL_ONE GL_ONE
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depthmask
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}
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hlsl_fp {
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// Diversity is used as relative battery charge
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result.color = tex2D( $transMap, fragment.texcoord0.xy ) * fragment.color * $diversity;
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}
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}
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