{ parms { stageSort sortTrans } state { blend GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA depthmask alphamask depthfunc GL_ALWAYS } 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 ); float2 tc = vertex.texcoord0.xy * $particleStScaleBias.x + $particleStScaleBias.y; result.texcoord0 = tc.xyxy; result.color = swizzleColor( vertex.color ) * $color; } hlsl_fp { result.color = tex2D( $transMap, fragment.texcoord0.xy ) * fragment.color; } }