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

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{
parms {
stageSort sortTrans
}
state {
blend GL_ONE GL_ZERO
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.x = dot4( vertex.texcoord0, $sMatrix );
result.texcoord0.y = dot4( vertex.texcoord0, $tMatrix );
result.texcoord0.zw = _float2( 0.0 );
}
hlsl_fp {
// black level adjustment
float scale = 1.0 - $cbBlackLevel.x;
float bias = $cbBlackLevel.x;
half4 color = tex2D( $transMap, fragment.texcoord0.xy );
result.color.xyz = saturate( color.xyz * scale + bias );
result.color.w = 0.5;
}
}