function normal(shader, t_base, t_second, t_detail)
    shader:begin("model_distort4glass", "particle")
        :sorting(2, true)
        :blend(true, blend.srcalpha, blend.invsrcalpha)
        :aref(true, 0)
        :zb(true, true)
        :fog(false)
        :distort(false)
    shader:sampler("s_base"):texture(t_base)
end

function l_special(shader, t_base, t_second, t_detail)
    shader:begin("model_distort4glass", "particle_distort")
        :sorting(2, true)
        :blend(true, blend.srcalpha, blend.invsrcalpha)
        :zb(true, true)
        :fog(false)
        :distort(true)
    shader:sampler("s_base"):texture(t_base)
    shader:sampler("s_distort"):texture("pfx\\pfx_dist_glass3")
end
