init
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44
gamedata/shaders/r2/models_metallreflect.lua
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44
gamedata/shaders/r2/models_metallreflect.lua
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function normal(shader, t_base, t_second, t_detail)
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shader:begin("model_distort4ghost", "particle") -- particle_alphaonly
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:sorting(3, true)
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:blend(true, blend.srccolor, blend.invsrcalpha)
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:aref(true, 0)
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:zb(true, false)
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:fog(false)
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:distort(false)
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shader:sampler("s_base"):texture(t_base)
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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_distort4ghost", "particle_distort")
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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:sampler("s_base"):texture(t_base)
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shader:sampler("s_distort"):texture("pfx\\pfx_dist_glass") --:texture (t_base) -- ("pfx\\pfx_dist_glass2")
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end
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function normal(shader, t_base, t_second, t_detail)
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shader:begin("model_def_lplanes", "base_lplanes")
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:fog(false)
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:zb(true, false)
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:blend(true, blend.srccolor, blend.one)
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:aref(true, 0)
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:sorting(2, true)
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shader:sampler("s_base"):texture(t_base)
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end
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--[[
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function normal (shader, t_base, t_second, t_detail)
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shader:begin ("model_env_lq","model_env_lq")
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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:sampler ("s_base") :texture (t_base)
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shader:sampler ("s_env") :texture ("sky\\sky_5_cube") : clamp()
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end
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]]
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