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hl2sdk/materialsystem/stdshaders/SDK_WaterSecondPass_ps11.psh

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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, alpha channel contains fog, red contains tint
texbem t1, t0 ; dudv
dp3 r0, t0, c1 ; Apply monochrome refracttint
mul r1, t1, r0
lrp r0, t0.a, c0, r1 ; c0 contains the fog color