local tex_base = "water\\water_water" local tex_nmap = "water\\water_normal" local tex_dist = "water\\water_dudv" local tex_caustic = "water\\water_caustic" local tex_env0 = "$user$sky0" local tex_env1 = "$user$sky1" local tex_env = "sky\\sky_8_cube" function normal(shader, t_base, t_second, t_detail) shader:begin("water", "water") :sorting(2, false) :blend(true, blend.srcalpha, blend.invsrcalpha) :zb(true, false) :fog(true) shader:sampler("s_base"):texture(tex_base) shader:sampler("s_nmap"):texture(tex_nmap) shader:sampler("s_env0"):texture(tex_env0) shader:sampler("s_env1"):texture(tex_env1) shader:sampler("env_s0"):texture("$user$env_s0") shader:sampler("env_s1"):texture("$user$env_s1") shader:sampler("s_image"):texture("$user$rt_color") shader:sampler("s_caustic"):texture(tex_caustic) shader:sampler("s_env"):texture(tex_env) end