local tex_base = "water\\water_water" 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 = "water\\water_foam" 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 ]]