local tex_base = "water\\water_water" local tex_nmap = "water\\water_normal" local tex_dist = "water\\water_dudv" function normal(shader, t_base, t_second, t_detail) shader:begin("water", "water") :sorting(2, false) :blend(true, blend.srcalpha, blend.invsrcalpha) :zb(true, false) :distort(true) :fog(false) shader:sampler("s_base"):texture(tex_base) shader:sampler("s_nmap"):texture(tex_nmap) shader:sampler("s_env0"):texture("$user$sky0"):clamp() shader:sampler("s_env1"):texture("$user$sky1"):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_distort") :texture (tex_dist) --end