ps.1.1 ; t0: ; texture: dudv map ; texcoords: dudvmap texcoords ; t1: ; texture: refraction render target ; texcoords: tex t0 ; The normal map tex t1 ; Normalize the tangent-space vector to the eye ; dot eye-vector with per-pixel normal from t2 dp3 r1.rgba, t0_bx2, t1_bx2 mov r1, r1_sat mul r0.a, 1-r1.a, 1-r1.a ; squared mul r0.a, r0.a, r0.a ; quartic mul r0.a, r0.a, 1-r1.a ; quintic mov r0.a, r0_sat.a add r0.a, r0.a, v0.a ; Cheap water factor mov r0.rgba, r0_sat.a