local tex_base = "water\\water_water" local tex_nmap = "water\\water_normal" local tex_env0 = "$user$sky0" local tex_env1 = "$user$sky1" function normal(shader, t_base, t_second, t_detail) shader:begin("water_puddles", "water_puddles") :sorting(2, false) :blend(true, blend.srcalpha, blend.invsrcalpha) :zb(true, false) :fog(true) shader:dx10texture("s_base", tex_base) shader:dx10texture("s_nmap", tex_nmap) shader:dx10texture("s_env0", tex_env0) shader:dx10texture("s_env1", tex_env1) shader:dx10texture("s_env", "$user$sky") shader:dx10texture("env_s0", "$user$env_s0") shader:dx10texture("env_s1", "$user$env_s1") shader:dx10texture("s_accumulator", "$user$accum") shader:dx10texture("s_position", "$user$position") shader:dx10texture("s_velocity", "$user$velocity") shader:dx10texture("s_image", "$user$generic") shader:dx10texture("s_material", "$user$material") shader:dx10sampler("smp_base") shader:dx10sampler("smp_nofilter") shader:dx10sampler("smp_rtlinear") end