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35
gamedata/shaders/d3d11/models_xwindows.lua
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35
gamedata/shaders/d3d11/models_xwindows.lua
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function normal(shader, t_base, t_second, t_detail)
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shader:begin("deffer_model", "forward_base")
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:fog(true)
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:zb(true, false)
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:blend(true, blend.srcalpha, blend.invsrcalpha)
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:aref(true, 0)
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:sorting(3, true)
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shader:dx10texture("s_base", t_base)
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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("sky_s0", "$user$sky0")
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shader:dx10texture("sky_s1", "$user$sky1")
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shader:dx10texture("s_material", "$user$material")
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shader:dx10sampler("smp_base")
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shader:dx10sampler("smp_rtlinear")
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shader:dx10sampler("smp_material")
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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("model_distort4glass", "particle_distort_hard")
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:sorting(3, 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:dx10texture("s_base", t_base)
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shader:dx10texture("s_distort", "pfx\\pfx_dist_glass")
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shader:dx10sampler("smp_linear")
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end
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