{ inherit basicBlend parms { stageSort sortEmit } state { blend GL_ONE GL_ONE depthmask } hlsl_vp { #include "includes/vertex.inc" float4 localPosition; float4 texcoord; CALC_SKINNED_POSITIONS( localPosition, result.position ); CALC_TEXCOORDS( texcoord ); // Multiply with texture matrix result.texcoord0.x = dot4( texcoord.xy, $sMatrix ); result.texcoord0.y = dot4( texcoord.xy, $tMatrix ); result.texcoord0.zw = _float2( 0.0 ); // Multiply color with morph scale result.color = $color; result.color.xyz *= vertex.morph.w; } }