material_basis = { vertex_format = "luxe.textured" shaders = { vertex = { library="luxe: shaders" function="vert_color_uv" } fragment = { library="luxe: shaders" function="textured_uv_color" } } depth_test = true depth_write = true depth_compare = "less_equal" stencil_test = false write_mask = { red=true green=true blue=true alpha=true } blending = true alpha_blend = "add" rgb_blend = "add" src_alpha = "source_alpha" src_rgb = "source_alpha" dest_alpha = "one_minus_source_alpha" dest_rgb = "one_minus_source_alpha" blend_color = [0 0 0 0] cull = "none" winding = "counter_clockwise" layers = ["default"] inputs = { sprite.image = { type = "image" value = { type = "image2D" sampler_state = "linear_clamp" } } sprite.uv = { type = "float4" value = [0 0 1 1] } sprite.uv_flip = { type = "bool2" value = [false false] } sprite.color = { type = "float4" value = [1 1 1 1] } sprite.skew = { type = "float2" value = [0 0] } } } preview = { hint = "sprite" image = "sprite.image" }