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62
gamedata/shaders/d3d11/effects_waterryaska.lua
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62
gamedata/shaders/d3d11/effects_waterryaska.lua
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local tex_base = "water\\water_ryaska1"
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local tex_nmap = "water\\water_normal"
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local tex_dist = "water\\water_dudv"
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local tex_caustic = "water\\water_caustic"
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local tex_env0 = "$user$sky0"
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local tex_env1 = "$user$sky1"
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local tex_leaves = "water\\water_foam"
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function normal(shader, t_base, t_second, t_detail)
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shader:begin("water", "water")
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:sorting(2, false)
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:blend(true, blend.srcalpha, blend.invsrcalpha)
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:zb(true, false)
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:distort(true)
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:fog(true)
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shader:dx10texture("s_base", tex_base)
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shader:dx10texture("s_nmap", tex_nmap)
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shader:dx10texture("s_env0", tex_env0)
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shader:dx10texture("s_env1", tex_env1)
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shader:dx10texture("s_env", "$user$sky")
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shader:dx10texture("env_s0", "$user$env_s0")
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shader:dx10texture("env_s1", "$user$env_s1")
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shader:dx10texture("s_accumulator", "$user$accum")
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shader:dx10texture("s_position", "$user$position")
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shader:dx10texture("s_velocity", "$user$velocity")
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shader:dx10texture("s_image", "$user$generic")
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shader:dx10texture("s_material", "$user$material")
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shader:dx10texture("s_leaves", tex_leaves)
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shader:dx10texture("s_caustic", tex_caustic)
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shader:dx10sampler("smp_base")
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shader:dx10sampler("smp_nofilter")
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shader:dx10sampler("smp_rtlinear")
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end
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function l_special(shader, t_base, t_second, t_detail)
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shader:begin("water", "waterd")
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:sorting(2, true)
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:blend(true, blend.srcalpha, blend.invsrcalpha)
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:zb(true, false)
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:fog(false)
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:distort(true)
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shader:dx10color_write_enable(true, true, true, false)
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shader:dx10texture("s_base", tex_base)
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shader:dx10texture("s_distort", tex_dist)
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shader:dx10texture("s_position", "$user$position")
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shader:dx10sampler("smp_base")
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shader:dx10sampler("smp_nofilter")
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end
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