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tech5/bin/base/generated/decls/renderprog/basicblend.decl
T
2026-08-09 04:23:10 -07:00

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{
parms {
stageSort sortTrans
}
state {
blend GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
depthmask
depthfunc GL_ALWAYS
}
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 );
// Convert back from 16 bit vertex elements.
float2 texcoord0 = vertex.texcoord0 * $vertexStScaleBias.xy + $vertexStScaleBias.zw;
result.texcoord0.x = dot4( texcoord0, $sMatrix );
result.texcoord0.y = dot4( texcoord0, $tMatrix );
result.texcoord0.zw = _float2( 0.0 );
result.color = $color;
}
hlsl_fp {
result.color = tex2D( $transMap, fragment.texcoord0.xy ) * fragment.color;
}
}