function normal(shader, t_base, t_second, t_detail) shader:begin("model_distort4ghost", "particle_hard") :sorting(3, true) :blend(true, blend.srccolor, blend.invsrcalpha) :aref(true, 0) :zb(true, false) :fog(false) :distort(false) shader:dx10texture("s_base", t_base) shader:dx10sampler("smp_base") end function l_special(shader, t_base, t_second, t_detail) shader:begin("model_distort4ghost", "particle_distort_hard") :sorting(3, true) :blend(true, blend.srcalpha, blend.invsrcalpha) :zb(true, false) :fog(false) :distort(true) shader:dx10texture("s_base", t_base) shader:dx10texture("s_distort", "pfx\\pfx_dist_glass") shader:dx10sampler("smp_linear") end