vertex_program Moria/MoriaDust_VS hlsl { source MoriaDust.hlsl entry_point MoriaDust_VS target vs_2_0 } fragment_program Moria/MoriaDust_PS hlsl { source MoriaDust.hlsl entry_point MoriaDust_PS target ps_2_0 } material MoriaDust { technique { pass { IllumTechniques { RenderTechnique SphericalBillboard { texture_unit_id 1 } } depth_check off depth_write off scene_blend src_alpha one scene_blend_alpha zero one //scene_blend alpha_blend vertex_program_ref Moria/MoriaDust_VS { 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 Moria/MoriaDust_PS { param_named_auto farplane far_clip_distance param_named_auto nearplane near_clip_distance param_named color float4 0.95 0.96 0.95 1.2 param_named symmetry float 0.1 param_named_auto lightCPos light_position_view_space 0 param_named_auto lightPower light_power 0 } texture_unit { texture dust.dds } texture_unit //scene depth { } texture_unit { texture phasefunction.jpg } } } }