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

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{
parms {
stageSort sortTrans
}
state {
blend GL_ONE GL_ONE
depthmask
depthfunc GL_LEQUAL
}
hlsl_vp {
#include "skinning.inc"
result.position.x = dot4( position, $mvpMatrixX );
result.position.y = dot4( position, $mvpMatrixY );
result.position.z = dot4( position, $mvpMatrixZ );
result.position.w = dot4( position, $mvpMatrixW );
result.texcoord0.x = dot4( vertex.texcoord0, $sMatrix );
result.texcoord0.y = dot4( vertex.texcoord0, $tMatrix );
result.texcoord0.zw = _float2( 0.0 );
result.texcoord1.xyz = vertex.position.xyz;
}
hlsl_fp {
float2 tc = screenPosToTexcoord( fragment.position.xy, $positionToViewTexture );
float worldNoiseMap = tex2D( $transmap2, fragment.texcoord1.xy * 0.002 + ( $time.x * 0.025 ) + ( fragment.texcoord1.z * 0.002 ) ).x;
float2 rampCoords = tex2D( $transMap, fragment.texcoord0.xy ).xy;
float3 finalColor = tex2D( $transMap1, rampCoords * saturate((worldNoiseMap + 0.1 )) ).xyz;
result.color.xyz = finalColor;
result.color.w = 1.0;
}
}