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2026-08-09 04:23:10 -07:00

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{
state {
blend GL_ONE GL_ONE
depthfunc GL_ALWAYS
depthmask
twosided
}
hlsl_vp {
result.position = vertex.position;
result.texcoord0.xy = vertex.texcoord0.xy;
#ifdef XBOX
result.texcoord0.y = 1 - result.texcoord0.y;
#endif
}
hlsl_fp {
#ifdef PS3
result.hcolor = float4( 0, 0, 0, 0 );
#else
result.hcolor = h4tex2D( $postDistortionMap, fragment.texcoord0.xy );
#endif
}
}