add game&rawdata
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57
gamedata/shaders/r3/effects_water.s
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57
gamedata/shaders/r3/effects_water.s
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local tex_base = "water\\water_water"
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local tex_nmap = "water\\water_normal"
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local tex_dist = "water\\water_dudv"
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local tex_env0 = "$user$sky0" -- "sky\\sky_8_cube"
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local tex_env1 = "$user$sky1" -- "sky\\sky_8_cube"
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--local tex_leaves = "decal\\decal_listja"
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--local tex_leaves = "decal\\decal_listja_vetki"
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local tex_leaves = "water\\water_foam"
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function normal (shader, t_base, t_second, t_detail)
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shader :begin ("water_soft","water_soft")
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:sorting (2, false)
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:blend (true,blend.srcalpha,blend.invsrcalpha)
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:zb (true,false)
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:distort (true)
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:fog (true)
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-- shader:sampler ("s_base") :texture (tex_base)
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-- shader:sampler ("s_nmap") :texture (tex_nmap)
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-- shader:sampler ("s_env0") :texture (tex_env0) : clamp()
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-- shader:sampler ("s_env1") :texture (tex_env1) : clamp()
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-- shader:sampler ("s_position") :texture ("$user$position")
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shader:dx10texture ("s_base", tex_base)
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shader:dx10texture ("s_nmap", tex_nmap)
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shader:dx10texture ("s_env0", tex_env0)
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shader:dx10texture ("s_env1", tex_env1)
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shader:dx10texture ("s_position", "$user$position")
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shader:dx10texture ("s_leaves", tex_leaves)
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shader:dx10sampler ("smp_base")
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shader:dx10sampler ("smp_nofilter")
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shader:dx10sampler ("smp_rtlinear")
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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 ("waterd_soft","waterd_soft")
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:sorting (2, 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: dx10color_write_enable( true, true, true, false)
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-- shader:sampler ("s_base") :texture (tex_base)
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-- shader:sampler ("s_distort") :texture (tex_dist)
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-- shader:sampler ("s_position") :texture ("$user$position")
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shader:dx10texture ("s_base", tex_base)
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shader:dx10texture ("s_distort", tex_dist)
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shader:dx10texture ("s_position", "$user$position")
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shader:dx10sampler ("smp_base")
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shader:dx10sampler ("smp_nofilter")
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end
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