function normal (shader, t_base, t_second, t_detail) shader:begin ("stub_notransform_2uv", "accum_volumetric_sun_normal") : fog (false) : zb (false,false) : blend (true,blend.one,blend.one) : sorting (2, false) -- TODO: DX10: Implement for near and far phase. -- TODO: DX10: Setup samplers. -- shader:sampler ("s_smap") :texture ("null") -- shader:sampler ("s_position") :texture ("$user$position") -- shader:sampler ("jitter0") :texture ("$user$jitter_0") : f_none () shader:dx10texture ("s_smap", "null") shader:dx10texture ("s_smap_minmax", "$user$smap_depth_minmax"); shader:dx10texture ("s_position", "$user$position") shader:dx10texture ("jitter0", "$user$jitter_0") shader:dx10sampler ("smp_nofilter") shader:dx10sampler ("smp_jitter") shader:dx10sampler ("smp_smap") end