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

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{
parms {
stageSort sortTrans
}
state {
depthmask
depthfunc GL_ALWAYS
twosided
}
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 );
result.texcoord0 = float4( vertex.texcoord0.x, vertex.texcoord0.y, 0.0, 0.0 );
result.color = swizzleColor( vertex.color );
result.texcoord1 = swizzleColor( vertex.tangent ) * _float4( 2.0 ) - _float4( 1.0 );
}
hlsl_fp {
// black level adjustment
float scale = 1.0 - $cbBlackLevel.x;
float bias = $cbBlackLevel.x;
float4 c = tex2D( $transMap, fragment.texcoord0.xy ) * fragment.color + fragment.texcoord1;
result.color.xyz = saturate( c.xyz * scale + bias ) * c.w;
result.color.w = c.w;
}
}