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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
}
hlsl_vp {
#include "particle_vp.inc"
result.color = vertColor * $exposure * fade * $color;
}
hlsl_fp {
#include "particle_fp.inc"
// additive, so the global fog is just a modulate instead of a blend
color.xyz *= fogVal;
result.color = color * fragment.color;
}
}