function l_special(shader, t_base, t_second, t_detail) shader:begin("model_distort4glass", "particle_distort") :sorting(3, true) :blend(true, blend.srcalpha, blend.invsrcalpha) :zb(true, false) :fog(false) :distort(true) shader:sampler("s_base"):texture(t_base) shader:sampler("s_distort"):texture("pfx\\pfx_dist_glass2") end function normal(shader, t_base, t_second, t_detail) shader:begin("model_env_lq", "model_env_lq") :fog(true) :zb(true, false) :blend(true, blend.srcalpha, blend.invsrcalpha) :aref(true, 0) :sorting(3, true) :distort(true) shader:sampler("s_base"):texture(t_base) shader:sampler("s_env"):texture("sky\\sky_5_cube"):clamp() end