"\n"
"\n"
"\n"
+"#ifdef MODE_GHOSTMOTIONBLUR\n"
+" #ifdef VERTEX_SHADER\n"
+" void main\n"
+" (\n"
+" float4 gl_Vertex : POSITION,\n"
+" uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
+" float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
+" out float4 gl_Position : POSITION,\n"
+" out float2 TexCoord : TEXCOORD0\n"
+" )\n"
+" {\n"
+" TexCoord = gl_MultiTexCoord0.xy;\n"
+" gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
+" }\n"
+" #endif\n"
+" #ifdef FRAGMENT_SHADER\n"
+" void main\n"
+" (\n"
+" float2 TexCoord : TEXCOORD0,\n"
+" uniform sampler Texture_First : register(s0),\n"
+" uniform sampler Texture_Second : register(s1),\n"
+" uniform sampler Texture_Dither : register(s2),\n"
+" uniform half BitValue : register(c0),\n"
+" uniform half Alpha : register(c1),\n"
+" uniform float2 Rand2f : register(c2),\n"
+" out float4 dp_FragColor : COLOR\n"
+" )\n"
+" {\n"
+" int i;\n"
+" float2 tc = TexCoord;\n"
+" float3 tex1 = tex2D(Texture_First, tc).rgb;\n"
+" float3 tex1 = tex2D(Texture_Second, tc).rgb;\n"
+" float3 tex3 = tex2D(Texture_Dither, tc).rgb;\n"
+" dp_FragColor = (Alpha)*tex1 + (1.0-Alpha)*tex2 + (tex3-0.5)*BitValue;\n"
+" }\n"
+" #endif\n"
+"#else // !MODE_GHOSTMOTIONBLUR\n"
+"\n"
+"\n"
+"\n"
+"\n"
"#ifdef MODE_BLOOMBLUR\n"
"#ifdef VERTEX_SHADER\n"
"void main\n"
"#endif // !MODE_WATER\n"
"#endif // !MODE_REFRACTION\n"
"#endif // !MODE_BLOOMBLUR\n"
+"#endif // !MODE_GHOSTMOTIONBLUR\n"
"#endif // !MODE_GENERIC\n"
"#endif // !MODE_POSTPROCESS\n"
"#endif // !MODE_SHOWDEPTH\n"