local tex_base = "water\\water_ryaska1" local tex_env = "sky\\sky_5_cube" local tex_dist = "water\\water_dudv" local tex_dist2 = "water\\water_dudv" function normal(shader, t_base, t_second, t_detail) shader:begin("water", "water") :sorting(2, true) :blend(true, blend.srcalpha, blend.invsrcalpha) :aref(true, 0) :zb(true, false) :distort(true) :fog(true) shader:sampler("s_base"):texture(tex_base) shader:sampler("s_env"):texture(tex_env):clamp() end function l_special(shader, t_base, t_second, t_detail) shader:begin("waterd", "waterd") :sorting(2, true) :blend(true, blend.srcalpha, blend.invsrcalpha) :zb(true, false) :fog(false) :distort(true) shader:sampler("s_base"):texture(tex_base) shader:sampler("s_distort0"):texture(tex_dist) shader:sampler("s_distort1"):texture(tex_dist2) end