function pass_setup_common(shader, t_base, t_second, t_detail) shader:blend(false, blend.one, blend.zero) :zb(true, true) :fog(false) :dx10stencil(true, cmp_func.always, 255, 127, stencil_op.keep, stencil_op.replace, stencil_op.keep) :dx10stencil_ref(1) shader:dx10texture("s_base", t_base) shader:dx10texture("s_hemi", t_base .. "_nm") shader:dx10sampler("smp_base"); shader:dx10sampler("smp_linear"); end function l_special(shader, t_base, t_second, t_detail) shader:begin("lod", "lod") details_lod.pass_setup_common(shader, t_base, t_second, t_detail) end