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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
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