material GameTools/SpriteShader { technique { pass { cull_hardware none cull_software none lighting off scene_blend add depth_write off vertex_program_ref GameTools/SpriteVS { param_named_auto worldViewProj worldviewproj_matrix param_named_auto worldView worldview_matrix param_named_auto Proj projection_matrix } fragment_program_ref GameTools/SpritePS { } texture_unit { texture flare.png } } } } material GameTools/SBB { technique { pass { lighting off scene_blend src_alpha one //scene_blend src_alpha one_minus_src_alpha depth_write off depth_check off vertex_program_ref GameTools/SBBVS { param_named_auto worldViewProj worldviewproj_matrix param_named_auto worldView worldview_matrix param_named_auto Proj projection_matrix param_named_auto width viewport_width param_named_auto height viewport_height } fragment_program_ref GameTools/SBBPS { param_named_auto farplane far_clip_distance param_named_auto nearplane near_clip_distance } texture_unit { anim_texture smokealpha.tga 32 2.0 //texture flare.png } texture_unit { filtering none } texture_unit { texture planck.tga } } } } material GameTools/HPS { technique { pass { IllumTechniques { RenderTechnique HPS { particle_script GameTools/Little perspective false } } scene_blend add lighting off depth_check off texture_unit { texture } } } }