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