Added shaders and doomscript from the build.
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{
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parms {
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fadePerturbProgram = modelFadePerturb;
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}
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state {
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alphamask
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colormask
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twosided
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}
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hlsl_vp {
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#include "includes/vertex.inc"
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CALC_TEXCOORDS( result.texcoord0 );
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CALC_POSITION( result.position );
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}
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hlsl_fp {
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float2 screenTexcoord = fragment.position.xy * ( 1.0 / 128.0 );
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float dither = tex2D( $dither256Map, screenTexcoord ).x;
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// 1 - fully opaque - 0.8 - stippling - 0.2 - fully transparent - 0
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clip( $modelFade.x - 0.2 - dither * 0.6 );
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float2 texcoord = fragment.texcoord0.xy;
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BRANCH if ( $useVirtualMapping.x > 0 ) {
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// this is basically only for non pre-lit levels, and shouldn't be used often.
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// this doesn't attempt to get the derivative correct at the frac crossing point
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texcoord = frac( texcoord ) * $virtualMapping.xy + $virtualMapping.zw;
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}
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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 - 0.5 );
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result.color = _float4( 0.0 );
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}
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}
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