ps.1.1 ; t0: ; texture: dudv map ; texcoords: dudvmap texcoords ; t1: ; texture: refraction render target ; texcoords: tex t0 ; sample dudv map texbem t1, t0 ; refraction tex t2 ; The normal map tex t3 ; Normalize the tangent-space vector to the eye ; dot eye-vector with per-pixel normal from t2 dp3_sat r1.rgba, t2_bx2, t3_bx2 mul r0.a, 1-r1.a, 1-r1.a ; squared mul r0.a, r0.a, r0.a ; quartic mul r0.rgb, t1, c0 +mul_sat r0.a, r0.a, 1-r1.a ; quintic add_sat r0.a, r0.a, v0.a ; cheap water distance