{ inherit particleAddAlt parms { stageSort sortEmitOnly exposure exposure * glarePreScale } state { blend GL_ONE GL_ONE depthmask } hlsl_fp { #define PARTICLE_FP_ALT #include "particle_fp.inc" // additive, so the fog is just a modulate instead of a blend color.xyz *= fogVal; result.color.xyz = ( color.xyz * fragment.color.xyz ) * fragment.color.w; result.color.w = 1.0; } }