Added shaders and doomscript from the build.
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@@ -0,0 +1,37 @@
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{
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parms {
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}
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state {
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colormask
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alphamask
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twosided
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}
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hlsl_vp {
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float4 position = vertex.position;
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result.position.x = dot4( position, $mvpMatrixX );
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result.position.y = dot4( position, $mvpMatrixY );
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result.position.z = dot4( position, $mvpMatrixZ );
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result.position.w = dot4( position, $mvpMatrixW );
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result.texcoord0.xy = vertex.texcoord0.xy;
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result.texcoord0.zw = vertex.color.xy;
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}
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hlsl_fp {
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float2 texcoord = clamp( fragment.texcoord0.xy, 0.01f, 0.99f ) * $virtualMapping.xy + $virtualMapping.zw;
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float3 physCoord = VmtrVirtualToPhysical( texcoord );
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#ifdef USE_VIRTUAL_ANISO_FOOTPRINT
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float2 dx = ddx( texcoord.xy ) * physCoord.z;
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float2 dy = ddy( texcoord.xy ) * physCoord.z;
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float4 specular = texPhys( $physicalVmtrPagesMap0, physCoord.xy, dx, dy );
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#else
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float4 specular = texPhys( $physicalVmtrPagesMap0, physCoord.xy );
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#endif
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// coverMap is stored in specular.w
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clip( specular.w - 0.5f - ( fragment.texcoord0.z * specular.y ) - ( fragment.texcoord0.w * specular.z ) );
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result.color = _float4( 0.0 );
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}
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}
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