local tex_base = "water\\water_water_r1" 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