{ parms { stageSort sortTrans } state { 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 ); result.texcoord0 = float4( vertex.texcoord0.x, vertex.texcoord0.y, 0.0, 0.0 ); result.color = swizzleColor( vertex.color ); result.texcoord1 = swizzleColor( vertex.tangent ) * _float4( 2.0 ) - _float4( 1.0 ); } hlsl_fp { // black level adjustment float scale = 1.0 - $cbBlackLevel.x; float bias = $cbBlackLevel.x; float4 c = tex2D( $transMap, fragment.texcoord0.xy ) * fragment.color + fragment.texcoord1; result.color.xyz = saturate( c.xyz * scale + bias ) * c.w; result.color.w = c.w; } }