--[[ function l_spot (shader, t_base, t_second, t_detail) r1_lspot (shader, t_base, "model_def_spot") end function l_point (shader, t_base, t_second, t_detail) r1_lpoint (shader, t_base, "model_def_point") end function normal (shader, t_base, t_second, t_detail) shader:begin ("model_distort4glass","particle") : sorting (2,true) : blend (true,blend.srcalpha,blend.invsrcalpha) : aref (true,0) : zb (true,true) : fog (false) : distort (false) shader:sampler ("s_base") :texture (t_base) end function l_special (shader, t_base, t_second, t_detail) shader:begin ("model_distort4glass","particle_distort") : sorting (2, true) : blend (true,blend.srcalpha,blend.invsrcalpha) : zb (true,true) : fog (false) : distort (true) shader:sampler ("s_base") :texture (t_base) shader:sampler ("s_distort") :texture ("pfx\\pfx_dist_glass3") end function normal (shader, t_base, t_second, t_detail) shader:begin ("model_env_hq","model_env_sl") : fog (false) : zb (true,true) : blend (true,blend.srcalpha,blend.invsrcalpha) : aref (true,0) : sorting (3, false) shader:sampler ("s_base") :texture (t_base) shader:sampler ("s_env") :texture ("sky\\sky_5_cube") : clamp() end ]] function l_spot(shader, t_base, t_second, t_detail) r1_lspot(shader, t_base, "model_def_spot") end function l_point(shader, t_base, t_second, t_detail) r1_lpoint(shader, t_base, "model_def_point") end function l_special(shader, t_base, t_second, t_detail) shader:begin("model_distort4glass", "particle_distort") :sorting(3, true) :blend(true, blend.srcalpha, blend.invsrcalpha) :zb(true, false) :fog(false) :distort(true) shader:sampler("s_base"):texture(t_base) shader:sampler("s_distort"):texture("pfx\\pfx_dist_glass3") end function normal_hq(shader, t_base, t_second, t_detail) shader:begin("model_env_hq", "model_env_hq") :fog(true) :zb(true, false) :blend(true, blend.srcalpha, blend.invsrcalpha) :aref(true, 0) :sorting(3, true) shader:sampler("s_base"):texture(t_base) shader:sampler("s_env"):texture("sky\\sky_5_cube"):clamp() shader:sampler("s_lmap"):texture("$user$projector") :clamp() :f_linear() :project(true) end function normal(shader, t_base, t_second, t_detail) shader:begin("model_env_lq", "model_env_lq") :fog(true) :zb(true, false) :blend(true, blend.srcalpha, blend.invsrcalpha) :aref(true, 0) :sorting(3, true) shader:sampler("s_base"):texture(t_base) shader:sampler("s_env"):texture("sky\\sky_5_cube"):clamp() end