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openmw/files/water/GlassFP.cg

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sampler RT : register(s0);
sampler NormalMap : register(s1);
sampler CausticMap : register(s2);
float4 main_ps(float2 iTexCoord : TEXCOORD0,
float3 noiseCoord : TEXCOORD1,
uniform float4 tintColour) : COLOR
{
float4 normal = tex2D(NormalMap, noiseCoord) * 2 - 1;
return tex2D(RT, iTexCoord + normal.xy * 0.05) +
(tex2D(CausticMap, noiseCoord) / 5) +
tintColour ;
}