MaterialDef Point Sprite { MaterialParameters { Texture2D Texture Float Quadratic Boolean PointSprite // Texture of the glowing parts of the material Texture2D GlowMap // The glow color of the object Color GlowColor } Technique { VertexShader GLSL100 : Common/MatDefs/Misc/Particle.vert FragmentShader GLSL120 : Common/MatDefs/Misc/Particle.frag WorldParameters { WorldViewProjectionMatrix WorldViewMatrix WorldMatrix CameraPosition } RenderState { Blend AlphaAdditive DepthWrite Off PointSprite On // AlphaTestFalloff 0.01 } Defines { USE_TEXTURE : Texture POINT_SPRITE : PointSprite } } Technique { VertexShader GLSL100 : Common/MatDefs/Misc/Particle.vert FragmentShader GLSL100 : Common/MatDefs/Misc/Particle.frag WorldParameters { WorldViewProjectionMatrix WorldViewMatrix WorldMatrix CameraPosition } RenderState { Blend AlphaAdditive DepthWrite Off } Defines { USE_TEXTURE : Texture } } Technique FixedFunc { RenderState { Blend AlphaAdditive // DepthWrite Off // AlphaTestFalloff 0.01 } } Technique Glow { VertexShader GLSL100: Common/MatDefs/Misc/SimpleTextured.vert FragmentShader GLSL100: Common/MatDefs/Light/Glow.frag WorldParameters { WorldViewProjectionMatrix } Defines { HAS_GLOWMAP : GlowMap HAS_GLOWCOLOR : GlowColor } RenderState { PointSprite On Blend AlphaAdditive DepthWrite Off } } }