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
        }
    }
}