local tex_base = "water\\water_studen" local tex_nmap = "water\\water_normal" local tex_dist = "water\\water_dudv" local tex_env0 = "$user$sky0" -- "sky\\sky_8_cube" local tex_env1 = "$user$sky1" -- "sky\\sky_8_cube" local tex_leaves = "ui\\ui_empty" function normal(shader, t_base, t_second, t_detail) shader:begin("water_soft", "water_soft") :sorting(2, false) :blend(true, blend.srcalpha, blend.invsrcalpha) :zb(true, false) :distort(true) :fog(true) shader:sampler("s_base"):texture(tex_base) shader:sampler("s_nmap"):texture(tex_nmap) shader:sampler("s_env0"):texture(tex_env0):clamp() shader:sampler("s_env1"):texture(tex_env1):clamp() shader:sampler("s_position"):texture("$user$position"):f_none() shader:sampler("s_leaves"):texture(tex_leaves):wrap():f_anisotropic() end function l_special(shader, t_base, t_second, t_detail) shader:begin("waterd_soft", "waterd_soft") :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_distort"):texture(tex_dist) shader:sampler("s_position"):texture("$user$position"):f_none() end --[[ function normal (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_distort") :texture (tex_dist) end ]]