That happens because you use the Transparent Rendering Process method (see the "'Transparency' is not what you think" subject) instead of Solid Pass Process.
Simply add the d3d_entsort = 0; to the main function or add the bool PASS_SOLID; flag in the mirrorWater.fx file.
Last edited by rojart; 07/08/1114:06.
Regards, Robert
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Everything should be made as simple as possible, but not one bit simpler. by Albert Einstein