no sorry, i have less than zero programming skills. you're attempt is infinitely better than anything I could come up with, simply because i don't know the language of the medium.
what looks to be the problem is that the crystals are only being treated as their outer surfaces, rather than being treated as a solid mass. it also doesn't help that their surface map has the specular highlights drawn in (i'm noting the edges where two any two planes meet). To get the proper crystal look, they should be rendered first as solid, uniformly colored objects, with specularity, reflectivity, and most important refraction computed afterwards. I'm assuming this would require some sort of raytracing algorithm, and that was a class i just did not pay attention in (i was too busy rendering things with a pencil and paper).
thanks for your efforts, although clarity in crystals is in no way going to enhance my enjoyment of this game. I have no doubt, though, that you find amusement in playing with the system to produce desired results, and there is at least ONE player who does desire this effect, hence, this thread.