{ parms { stageSort sortTrans } state { blend GL_ONE GL_ONE depthmask } hlsl_vp { #include "particle_vp.inc" result.color = vertColor * $exposure * fade * $color; } hlsl_fp { #include "particle_fp.inc" // additive, so the global fog is just a modulate instead of a blend color.xyz *= fogVal; result.color = color * fragment.color; } }