function normal(shader, t_base, t_second, t_detail) shader:begin("deffer_model", "deffer_base") :fog(false) :emissive(true) shader:dx10texture("s_base", "$user$ui_pda") shader:dx10sampler("smp_base") shader:dx10stencil(true, cmp_func.always, 255, 127, stencil_op.keep, stencil_op.replace, stencil_op.keep) shader:dx10stencil_ref(1) end function l_special(shader, t_base, t_second, t_detail) shader:begin("deffer_model", "accum_emissivel") :zb(true, false) :fog(false) :emissive(true) shader:dx10texture("s_base", "$user$ui_pda") shader:dx10sampler("smp_base") end