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GameStar 2005 April
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Gamestar_72_2005-04_dvd.iso
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Dema
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Liquidator
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Liquidator.tma
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water.fx
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2004-06-24
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34 lines
sampler2D g_samPetrubMap0 : register(s0);
sampler2D g_samColorMap0 : register(s1);
sampler2D g_samColorMap1 : register(s2);
float4 Water( float2 TexCoord : TEXCOORD0,
float4 TexCoord1 : TEXCOORD1,
float4 TexCoord2 : TEXCOORD2,
float4 Color : COLOR0 ) : COLOR
{
float4 PetrubMap = tex2D(g_samPetrubMap0,TexCoord);
float4 offsets;
const float4 BumpMatRefraction = { 0.10, 0.0, 0.0, 0.10 };
const float4 BumpMatReflection = { 0.05, 0.0, 0.0, 0.05 };
offsets.zw = TexCoord1.zw;
offsets.x = TexCoord1.x + (( (BumpMatRefraction.x * PetrubMap.x) + (BumpMatRefraction.y * PetrubMap.y) ) * TexCoord1.w);
offsets.y = TexCoord1.y + (( (BumpMatRefraction.z * PetrubMap.x) + (BumpMatRefraction.w * PetrubMap.y) ) * TexCoord1.w);
float4 fRefractColor = tex2Dproj(g_samColorMap0,offsets);
offsets.x = TexCoord1.x + (( (BumpMatReflection.x * PetrubMap.x) + (BumpMatReflection.y * PetrubMap.y) ) * TexCoord1.w);
offsets.y = TexCoord1.y + (( (BumpMatReflection.z * PetrubMap.x) + (BumpMatReflection.w * PetrubMap.y) ) * TexCoord1.w);
float4 fReflectColor = tex2Dproj(g_samColorMap1,offsets);
return lerp(fReflectColor,fRefractColor,Color.a);
}