--Normal pass, with bumpmapping function normal (shader, t_base, t_second, t_detail) shader:begin ("deffer_grass","deffer_grass") : fog (false) shader:dx10stencil ( true, cmp_func.always, 255 , 127, stencil_op.keep, stencil_op.replace, stencil_op.keep) shader:dx10stencil_ref (1) shader:dx10cullmode (1) local opt = shader:dx10Options() shader:dx10texture("s_base", t_base) shader:dx10texture("s_bump", "levels\\" .. opt:getLevel() .. "\\" .. t_base.."_bump") shader:dx10texture("s_bumpX", t_base.."_bump#") shader:dx10texture("s_waves", "fx\\wind_wave") shader:dx10sampler("smp_base") shader:dx10sampler("smp_linear") shader:dx10sampler("smp_linear2") end