Unstable 1.8.4.0
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@@ -1,4 +1,4 @@
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Texture2D xTexture;
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sampler TextureSampler : register (s0) = sampler_state { Texture = <xTexture>; };
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@@ -7,8 +7,6 @@ sampler StencilSampler = sampler_state { Texture = <xStencil>; };
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float4 solidColor;
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float4 inColor;
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float aCutoff;
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float aMultiplier;
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@@ -33,7 +31,7 @@ float4 main(float4 position : POSITION0, float4 color : COLOR0, float2 texCoord
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float4 solidColorStencil(float4 position : POSITION0, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
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{
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float4 c = xTexture.Sample(TextureSampler, texCoord) * inColor;
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float4 c = xTexture.Sample(TextureSampler, texCoord) * color;
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float4 stencilColor = xStencil.Sample(StencilSampler, texCoord);
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float aDiff = stencilColor.a - aCutoff;
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@@ -1,4 +1,4 @@
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Texture xTexture;
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sampler TextureSampler : register (s0) = sampler_state { Texture = <xTexture>; };
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@@ -7,8 +7,6 @@ sampler StencilSampler = sampler_state { Texture = <xStencil>; };
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float4 solidColor;
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float4 inColor;
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float aCutoff;
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float aMultiplier;
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@@ -17,7 +15,7 @@ float cMultiplier;
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float4 main(float4 position : POSITION0, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
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{
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float4 c = tex2D(TextureSampler, texCoord) * inColor;
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float4 c = tex2D(TextureSampler, texCoord) * color;
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float4 stencilColor = tex2D(StencilSampler, texCoord);
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float aDiff = stencilColor.a - aCutoff;
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@@ -33,7 +31,7 @@ float4 main(float4 position : POSITION0, float4 color : COLOR0, float2 texCoord
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float4 solidColorStencil(float4 position : POSITION0, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
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{
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float4 c = tex2D(TextureSampler, texCoord) * inColor;
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float4 c = tex2D(TextureSampler, texCoord) * color;
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float4 stencilColor = tex2D(StencilSampler, texCoord);
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float aDiff = stencilColor.a - aCutoff;
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