if you change in mtlFX.c bmap_to_uv to bmap_to_normals (I just wrote 50 as factor value), the mirrorWater shader works without offset. there is a difference between the 2 resulting textures, but if the ripple and scale values are increased a bit, you can get nearly the same result.

p.s. Slin also made a shader collection incuding water shader. I have not tested it yet, so I don't know how it works... you can download it from AUM or from the forum, I don't remember.

Last edited by sivan; 03/13/13 11:39.

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