{ parms { } state { colormask alphamask } hlsl_vp { #include "includes/vertex.inc" #include "includes/gore.inc" float4 texcoord0; CALC_TEXCOORDS( texcoord0 ); result.texcoord7 = texcoord0 * float4( $woundTexTile.xy, 1.0, 1.0 ); CALC_SKINNED_POSITION( result.position ); CALC_GORE_CLIP_SPHERES( result.texcoord6 ); } hlsl_fp { #include "includes/gore.inc" // look up wound texture with arbitrary tiling value, will need to be a parameter half4 woundMap3 = tex2D( $woundTexture, fragment.texcoord7.xy ); APPLY_GORE_CLIP_SPHERES( fragment.texcoord6.w, woundMap3 ); result.color = _float4( 1.0 ); } }