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