Whatd do you mean? 8 cells ? more ?
or an other setting?
// Underwater Effects// Hrnchamd// v1// Compatibility: MGE XE 0int mgeflags = 17;texture lastshader;texture depthframe;texture watertexture;sampler s0 = sampler_state {texture =;};sampler s1 = sampler_state {texture = ; magfilter = none; minfilter = none;};sampler s2 = sampler_state {texture = ;};matrix mview;matrix mproj;float3 eyepos;float3 eyevec;float3 sunpos;float3 suncol;float sunvis;float time;static float lf = (0.2 + 0.8*sunvis) * (0.32*suncol.r + 0.47*suncol.g + 0.21*suncol.B);static const float4 lightcolour = float4(0.6, 0.91, 1.0, 0);//begin change abotstatic const float3 sundir = normalize(sunpos);static const float facingsun = dot(sundir,eyevec);//end change abotfloat3 toWorld(float2 tex){ float3 v = float3(mview[0][2], mview[1][2], mview[2][2]); v += (1/mproj[0][0] * (2*tex.x-1)).xxx * float3(mview[0][0], mview[1][0], mview[2][0]); v += (-1/mproj[1][1] * (2*tex.y-1)).xxx * float3(mview[0][1], mview[1][1], mview[2][1]); return v;}float fetch(float3 tex, float uw){ float c = tex3D(s2, float3(tex.xy / 3308, 0.22 * time)).b; return pow(c, 0.25) * saturate(exp(tex.z/90)) * saturate(1 + tex.z/uw);}float4 rays(float2 tex : TEXCOORD0) : COLOR{ float4 c = tex2D(s0, tex); float d = tex2D(s1, tex).r; float3 v = toWorld(tex); float3 e = float3(0.1, 0.1, 1) * eyepos; float2 r; d = min(d, -eyepos.z/max(1e-5, v.z)); v = v / length(v.xy); r = -sunpos.xy - v.xy * dot(-sunpos.xy, v.xy); float3 shellpos = e + 800 * v; shellpos.xy += 0.8 * r * shellpos.z; float rayz = fetch(shellpos, min(eyepos.z, 400)) * saturate(d/800) * 0.294; float3 shellpos2 = e + 1400 * v; shellpos2.xy += 1.0 * r * shellpos2.z; rayz += fetch(shellpos2, 2*eyepos.z) * saturate(d/800 - 1) * 0.132; float3 shellpos3 = e + 2000 * v; shellpos3.xy += 1.2 * r * shellpos3.z; rayz += fetch(shellpos3, 3*eyepos.z) * saturate(d/800 - 2) * 0.065;//begin change abot //return c + rayz * lf * lightcolour; return c + (facingsun + 1) * 0.5 * (rayz * lf * lightcolour);//end change abot}technique T0 < string MGEinterface = "MGE XE 0"; >{ pass { PixelShader = compile ps_3_0 rays(); }}