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