Makes surfaces of this shader refractive with r_water. The refraction\r
replaces the transparency of the texture. distort is used in conjunction with\r
the normalmap to simulate a nonplanar water surface.\r
-- dp_water <reflectmin> <reflectmax> <refractdistort> <reflectdistort> <refractr> <refractg> <refractb> <reflectr> <reflectg> <reflectb>\r
+- dp_water <reflectmin> <reflectmax> <refractdistort> <reflectdistort> <refractr> <refractg> <refractb> <reflectr> <reflectg> <reflectb> <alpha>\r
This combines the effects of dp_reflect and dp_refract to simulate a water\r
surface. However, the refraction and the reflection are mixed using a Fresnel\r
equation that makes the amount of reflection slide from reflectmin when\r
looking parallel to the water to reflectmax when looking directly into the\r
water. The result of this reflection/refraction mix is then layered BELOW the\r
texture of the shader, so basically, it "fills up" the alpha values of the\r
- water.\r
+ water. The alpha value is a multiplicator for the alpha value on the texture\r
+ - set this to a small value like 0.1 to emphasize the reflection and make\r
+ the water transparent; but if r_water is 0, alpha isn't used, so the water can\r
+ be very visible then too.\r