Added shaders and doomscript from the build.
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{
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parms {
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stageSort sortTrans
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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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depthfunc GL_LEQUAL
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}
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hlsl_vp {
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#define VP_SINGLETEXCOORD
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#include "particle_vp.inc"
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result.color = vertColor * $exposure * fade * $color;
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}
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hlsl_fp {
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float2 tc = screenPosToTexcoord( fragment.position.xy, $positionToViewTexture );
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float noiseMap = tex2D( $transmap2, ( tc * $sMatrix.xy) + $tMatrix.xy ).x;
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float2 rampCoords = tex2D( $transMap, fragment.texcoord0.xy ).xy;
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float3 finalColor = tex2D( $transMap1, rampCoords * saturate( noiseMap * 0.98 + 0.03 ) ).xyz;
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result.color.xyz = finalColor * fragment.color.xyz;
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result.color.w = 1.0;
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}
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}
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