{ state { blend GL_ONE GL_ONE depthfunc GL_ALWAYS depthmask twosided } hlsl_vp { result.position = vertex.position; result.texcoord0.xy = vertex.texcoord0.xy; #ifdef XBOX result.texcoord0.y = 1 - result.texcoord0.y; #endif } hlsl_fp { #ifdef PS3 result.hcolor = float4( 0, 0, 0, 0 ); #else result.hcolor = h4tex2D( $postDistortionMap, fragment.texcoord0.xy ); #endif } }