add game&rawdata
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44
gamedata/shaders/r1/models_xlens.lua
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44
gamedata/shaders/r1/models_xlens.lua
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function l_spot(shader, t_base, t_second, t_detail)
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r1_lspot(shader, t_base, "model_def_spot")
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end
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function l_point(shader, t_base, t_second, t_detail)
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r1_lpoint(shader, t_base, "model_def_point")
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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")
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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("pfx\\pfx_dist_lens_base") --(t_base)
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shader:sampler("s_distort"):texture("pfx\\pfx_dist_lens")
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end
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function normal_hq(shader, t_base, t_second, t_detail)
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shader:begin("model_env_hq", "model_env_hq")
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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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shader:sampler("s_lmap"):texture("$user$projector")
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:clamp()
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:f_linear()
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:project(true)
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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_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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