Versuchs hiermit

Code:
 bind <watershader.fx>;


bmap water_cube=<montskysma+6.tga>;
bmap water_bump=<waterbump5.tga>;


function mtl_water_init()
{

bmap_to_cubemap(bmap_to_mipmap(mtl.skin2));
bmap_to_mipmap(mtl.Skin1);

}


material water_fx {

skin1=water_bump;
skin2=water_cube;

flags=tangent;

event = mtl_water_init;

}



var ShaderCount;


Action WaterShader
{
my.material = water_fx;

my.transparent=on;
my.nofog = on;


while(1)
{
my.skill41=float(ShaderCount);
my.skill42=float(0);
my.skill43=float(0);
my.skill44=float(0);

ShaderCount += 0.0010;

wait(1);}
}


starter load_water_fx()
{

effect_load(water_fx,"watershader.fx");

}