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openmw-tes3mp/files/materials/water.mat

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material Water
{
allow_fixed_function false
pass
{
emissive 1.0 1.0 1.0
ambient 0 0 0
diffuse 0 0 0 1
specular 0 0 0 32
vertex_program water_vertex
fragment_program water_fragment
cull_hardware none
scene_blend alpha_blend
depth_write off
texture_unit reflectionMap
{
texture_alias WaterReflection
tex_address_mode clamp
}
texture_unit refractionMap
{
direct_texture WaterRefraction
tex_address_mode clamp
}
texture_unit depthMap
{
texture_alias SceneDepth
tex_address_mode clamp
}
texture_unit normalMap
{
texture water_nm.png
}
texture_unit rippleNormalMap
{
direct_texture RippleNormal
tex_address_mode border
tex_border_colour 0.5 0.5 1.0
}
// for simple_water
texture_unit animatedTexture
{
create_in_ffp true
scale 0.1 0.1
alpha_op_ex source1 src_manual src_current 0.7
}
texture_unit shadowMap0
{
content_type shadow
tex_address_mode clamp
filtering none
}
texture_unit shadowMap1
{
content_type shadow
tex_address_mode clamp
filtering none
}
texture_unit shadowMap2
{
content_type shadow
tex_address_mode clamp
filtering none
}
}
}
material openmw/Ripple
{
// this will be overridden by Water_RippleFrameCount fallback setting
anim_texture2 textures\water\ripple.dds 4 0.25
pass
{
scene_blend alpha_blend
depth_write off
cull_hardware none
diffuse vertexcolour
emissive 1 1 1
ambient 0 0 0
texture_unit diffuseMap
{
create_in_ffp true
anim_texture2 $anim_texture2
// to make sure rotating doesn't cause the texture to repeat
tex_address_mode border
tex_border_colour 0 0 0 0
}
}
}