{ parms { } state { blend GL_ONE GL_ONE alphaMask depthMask //depthFunc GL_ALWAYS twosided } hlsl_vp { result.position.x = dot4( vertex.position, $mvpMatrixX ); result.position.y = dot4( vertex.position, $mvpMatrixY ); result.position.z = dot4( vertex.position, $mvpMatrixZ ); result.position.w = dot4( vertex.position, $mvpMatrixW ); } hlsl_fp { result.color = float4( 1.0, 0.0, 0.0, 1.0 ); } }