add game&rawdata
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47
gamedata/shaders/r1/models_xwindows.s
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47
gamedata/shaders/r1/models_xwindows.s
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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) :distort (false)
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shader:sampler ("s_base") :texture (t_base)
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shader:sampler ("s_distort") :texture ("pfx\\pfx_dist_glass")
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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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