Added shaders and doomscript from the build.
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{
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inherit particleAddAlt
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parms {
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stageSort sortEmitOnly
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exposure exposure * glarePreScale
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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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#define PARTICLE_FP_ALT
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#include "particle_fp.inc"
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// additive, so the fog is just a modulate instead of a blend
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color.xyz *= fogVal;
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result.color.xyz = ( color.xyz * fragment.color.xyz ) * fragment.color.w;
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result.color.w = 1.0;
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}
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}
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