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SpriteLine.bsl 325 B

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  1. #define TRANSPARENCY 1
  2. #include "$ENGINE$\SpriteCommon.bslinc"
  3. shader SpriteLine
  4. {
  5. mixin SpriteCommon;
  6. variations
  7. {
  8. ALPHA = { false, true };
  9. };
  10. raster
  11. {
  12. multisample = false; // This controls line rendering algorithm
  13. lineaa = false;
  14. };
  15. code
  16. {
  17. float4 fsmain() : SV_Target
  18. {
  19. return gTint;
  20. }
  21. };
  22. };