Hi there,
I’ve got (probably) a shader problem. I want to make one brush that has two sides of transparent glass. So when you look through the first one you can see the second and everything farther. Like in a real life 
I use the same shader for the first side and the second, the whole rest of the rectangle has “nodraw”:
textures/testes/glass01
{
qer_editorimage textures/common/s_glass.tga
qer_trans 0.5
nomipmaps
nopicmip
{
map textures/common/s_glass.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
//rgbGen vertex
}
}
But it doesn’t work - what do I need to change? Not sure hmm…
I cannot compile the map, this will be just a model to the existing one 
Thanks!
