add game&rawdata
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gamedata/shaders/r2/models_metallreflect.s
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44
gamedata/shaders/r2/models_metallreflect.s
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function normal (shader, t_base, t_second, t_detail)
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shader:begin ("model_distort4ghost","particle") -- particle_alphaonly
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: sorting (3, true)
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: blend (true,blend.srccolor,blend.invsrcalpha)
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: aref (true,0)
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: zb (true,false)
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: fog (false)
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: distort (false)
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shader:sampler ("s_base") :texture (t_base)
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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_distort4ghost","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 (t_base)
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shader:sampler ("s_distort") :texture ("pfx\\pfx_dist_glass") --:texture (t_base) -- ("pfx\\pfx_dist_glass2")
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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_def_lplanes","base_lplanes")
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: fog (false)
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: zb (true,false)
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: blend (true,blend.srccolor,blend.one)
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: aref (true,0)
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: sorting (2, true)
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shader:sampler ("s_base") :texture (t_base)
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end
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--[[
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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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]]
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