{ parms { stageSort sortTrans } state { blend GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA depthmask depthfunc GL_ALWAYS } hlsl_vp { #include "skinning.inc" result.position.x = dot4( position, $mvpMatrixX ); result.position.y = dot4( position, $mvpMatrixY ); result.position.z = dot4( position, $mvpMatrixZ ); result.position.w = dot4( position, $mvpMatrixW ); // Convert back from 16 bit vertex elements. float2 texcoord0 = vertex.texcoord0 * $vertexStScaleBias.xy + $vertexStScaleBias.zw; result.texcoord0.x = dot4( texcoord0, $sMatrix ); result.texcoord0.y = dot4( texcoord0, $tMatrix ); result.texcoord0.zw = _float2( 0.0 ); result.color = $color; } hlsl_fp { result.color = tex2D( $transMap, fragment.texcoord0.xy ) * fragment.color; } }