rendered paste bodytextures/wsw_cave1/water_flow
{
qer_editorimage textures/wsw_cave1/water_flow_dvdu.tga
surfaceparm trans
surfaceparm nonsolid
surfaceparm nomarks
// surfaceparm nolightmap
qer_trans 0.5
cull none
deformVertexes wave 16 sin 0.3 2.5 0 0.5
if GLSL && portalMaps
{
distortion textures/wsw_cave1/water_flow_dvdu.tga
alphaGen const 0
//tcmod scale 0.1 0.1
tcmod scroll 0.00 -1.3
}
{
material textures/wsw_cave1/water_flow.tga textures/wsw_cave1/water_flow_norm.tga textures/wsw_cave1/water_flow_gloss.tga
blendfunc GL_ONE GL_DST_COLOR
tcmod scroll 0.00 -1.3
}
endif
}