In game test 4, the water pixel shader (M_Water.psh) is detected. The driver uses this
detection to artificially achieve a large performance boost - more than doubling the early
frame rate on some systems. In our inspection we noticed a difference in the rendering when
compared either to the DirectX reference rasterizer or to those of other hardware. It appears
the water shader is being totally discarded and replaced with an alternative more efficient
shader implemented in the drivers themselves. The drivers produce a similar looking
rendering, but not an identical one.
Maybe Futuremark should use the more efficient version
I wonder if that explains all the shader code you can find in the drivers if you look with a text tool (there's a good one at AnalogX)
I would print it all here but I's probably get my ass sued.