I am using the fx_mirrorWater() function from mtlfx.c and it works nicely. However, I was trying to see if I could combine this effect with the soft particles effect from the user wiki.

So far, I've been unsuccessful. I don't know anything about writing shaders, and I think by applying one material it will cancel the other one. So as a result I can have either a soft edge OR mirror water, but not both.

Now I know it's possible to have soft, reflective water in a game, there are plenty that do it. I tried combining the actual .fx files, but again, with no real knowledge of how shaders work, I didn't get very far.

Has anyone tried this, or know of a soft water shader that already exists?