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openmw-tes3mp/files/water/water.material

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vertex_program UnderwaterEffectVP cg
{
source underwater.cg
entry_point main_vp
profiles vs_1_1 arbvp1
default_params
{
param_named_auto worldViewProj worldviewproj_matrix
}
}
fragment_program UnderwaterEffectFP_NoMRT cg
{
source underwater.cg
entry_point main_fp_nomrt
profiles ps_2_0 arbfp1
}
fragment_program UnderwaterEffectFP cg
{
source underwater.cg
entry_point main_fp
profiles ps_2_0 arbfp1
}
vertex_program Water_VP cg
{
source water.cg
entry_point main_vp
profiles vs_2_x arbvp1
default_params
{
param_named_auto wvpMat worldviewproj_matrix
}
}
fragment_program Water_FP cg
{
source water.cg
entry_point main_fp
profiles ps_2_x arbfp1
}
material Water
{
technique
{
pass
{
cull_hardware none
vertex_program_ref Water_VP
{
param_named_auto camPosObjSpace camera_position_object_space
}
fragment_program_ref Water_FP
{
param_named_auto time time 0.1
//param_named_auto fogColour fog_colour
//param_named_auto fogParams fog_params
param_named_auto renderTargetFlipping render_target_flipping
param_named_auto far far_clip_distance
param_named_auto lightPosObjSpace0 light_position_object_space 0
param_named_auto lightSpecularColour0 light_specular_colour 0
param_named isUnderwater float 0
}
texture_unit reflectionMap
{
texture WaterReflection
tex_address_mode clamp
}
texture_unit refractionMap
{
tex_address_mode clamp
}
texture_unit depthMap
{
tex_address_mode clamp
}
texture_unit normalMap
{
texture WaterNormal2.tga
}
}
}
technique
{
scheme Fallback
pass
{
cull_hardware none
scene_blend alpha_blend
depth_write off
diffuse 0 0 0 1
emissive 0.6 0.7 1.0
ambient 0 0 0
texture_unit
{
// texture names set via code
scale 0.1 0.1
alpha_op_ex source1 src_manual src_current 0.7
}
}
}
}
material Water/CompositorNoMRT
{
technique
{
pass
{
depth_check off
vertex_program_ref UnderwaterEffectVP
{
param_named_auto timeVal time 0.25
param_named scale float 0.1
}
fragment_program_ref UnderwaterEffectFP_NoMRT
{
param_named tintColour float4 0 0.35 0.35 1
}
texture_unit RT
{
tex_coord_set 0
tex_address_mode clamp
filtering linear linear linear
}
texture_unit
{
texture WaterNormal2.tga 2d
tex_coord_set 1
//tex_address_mode clamp
filtering linear linear linear
}
texture_unit
{
texture caustic_0.png 2d
tex_coord_set 2
//tex_address_mode clamp
filtering linear linear linear
}
}
}
}
material Water/Compositor
{
technique
{
pass
{
depth_check off
vertex_program_ref UnderwaterEffectVP
{
param_named_auto timeVal time 0.25
param_named scale float 0.1
}
fragment_program_ref UnderwaterEffectFP
{
param_named tintColour float4 0 0.35 0.35 1
param_named_auto far far_clip_distance
}
texture_unit RT
{
tex_coord_set 0
tex_address_mode clamp
}
texture_unit
{
texture WaterNormal2.tga 2d
tex_coord_set 2
}
texture_unit
{
texture caustic_0.png 2d
tex_coord_set 3
}
texture_unit DepthMap
{
}
}
}
}