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

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{
parms {
stageSort sortTrans
alphaScale.y 1.0 / alphaScale.x
}
state {
blend GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
depthmask
}
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 );
// result.texcoord0.w = -( clamp( result.position.w - $fogStart.x, 0.0, $fogEnd.x ) * $fogScale.x );
// Fade particle based on distance to near clip
float fade = saturate( abs( result.position.w ) * $particleFade.x );
result.color = $color;
result.color.w *= fade;
#ifdef XBOX
result.texcoord1 = result.position;
#endif
}
hlsl_fp {
#ifdef XBOX
float interpolatedZOverW = fragment.texcoord1.z / fragment.texcoord1.w;
#else
float interpolatedZOverW = fragment.position.z;
#endif
float2 tc = screenPosToTexcoord( fragment.position.xy, $renderPositionToViewTexture );
float scale = ComputeSoftParticleScale( $viewDepthMap, tc, interpolatedZOverW, $alphaScale.y );
half4 final = tex2D( $transMap, fragment.texcoord0.xy ) * fragment.color;
// Apply global fog
//half fog = saturate( exp2( fragment.texcoord0.w ) );
//final.xyz = lerp( $fogColor.xyz, final.xyz, fog );
result.color = final;
result.color.xyz *= $brightnessScale.xyz;
result.color.w *= scale;
}
}