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@echo off
REM ============================
REM Build .hak files from folders
REM ============================
REM Path to nwhak.exe (adjust if needed)
REM set NWHak="nwhak.exe"
REM Loop through all subfolders in current directory
for /d %%F in (*) do (
echo Building %%F_v30.hak from folder %%F ...
nwhak.exe "%%F_v30.hak" "%%F"
)
echo.
echo Done! All .hak files have been created.
pause

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[Application]
State=0
Top=1
Left=1
Height=450
Width=330

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// Shaders
customshaderVS vslit_sm_nm
customshaderFS fs_plt_hair
renderhint NormalTangents
// Textures
texture0 d_fox001
texture1 d_fox001_n
texture2 d_fox001_s
texture3 null
texture4 null
texture5 null
transparency 1
twosided 1

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blending punchthrough
alphamean 0.9

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// Shaders
customshaderVS vslit_sm_nm
customshaderFS fs_plt_hair
renderhint NormalTangents
// Textures
texture0 d_fox002
texture1 d_fox001_n
texture2 d_fox001_s
texture3 null
texture4 null
texture5 null
transparency 1
twosided 1

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blending punchthrough
alphamean 0.9

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// Shaders
customshaderVS vslit_sm_nm
customshaderFS fs_plt_hair
renderhint NormalTangents
// Textures
texture0 d_fox003
texture1 d_fox001_n
texture2 d_fox001_s
texture3 null
texture4 null
texture5 null
transparency 1
twosided 1

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blending punchthrough
alphamean 0.9

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/*=============================================================================
fs_plt_hair.shd
=============================================================================*/
#define SHADER_TYPE 2
#define LIGHTING 1
#define FOG 1
#define KEYHOLING 1
#define NORMAL_MAP 1
#define SPECULAR_MAP 1
#define ROUGHNESS_MAP 1
#define HEIGHT_MAP 0
#define SELF_ILLUMINATION_MAP 1
#define ENVIRONMENT_MAP 1
#include "inc_standard"
uniform float fAlpha;
void main ()
{
FragmentColor = vec4(1.0);
SetupStandardShaderInputs();
float fAlphaFromTexture = texture2D(texUnit1, vTexCoords.xy).a;
if (fAlpha == 0.0){
if (fAlphaFromTexture < 0.2)
{
discard;
}
ApplyStandardShader();
gl_FragColor = vec4(FragmentColor.rgb, fAlphaFromTexture);
}
else{
if (fAlphaFromTexture < fAlpha)
{
discard;
}
ApplyStandardShader();
gl_FragColor = vec4(FragmentColor.rgb, fAlphaFromTexture);
}
}

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