{ parms { stageSort sortTrans } state { blend GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA depthmask } hlsl_vp { #include "softparticle_vp.inc" result.color = vertColor * $color * $exposure; result.color.w *= fade; } hlsl_fp { #include "softparticle_fp.inc" color *= fragment.color; // apply global fog color.xyz = lerp( $fogColor.xyz, color.xyz, fogVal ); result.color = color; result.color.w *= scale; } }