vertex_program Water/depth_vp glsl glsles glslang hlsl
{
	source depth.vert
	default_params
	{
		param_named_auto world world_matrix
		param_named_auto worldViewProj worldviewproj_matrix
	}
}

fragment_program Water/depth_fp glsl glsles glslang hlsl
{
	source depth.frag
	default_params
	{
		param_named_auto cameraPosition camera_position
	}
}

/*
fragment_program Water/water_fp glsl glsles glslang hlsl
{
	source water.frag
	default_params
	{
		param_named_auto renderTargetFlipping render_target_flipping
		param_named_auto cameraPosition camera_position
		param_named_auto viewProj2 viewproj_matrix
//		param_named_auto ambient surface_ambient_colour
//		param_named_auto diffuse surface_diffuse_colour
		param_named_auto viewportSize viewport_size
//		param_named_auto time2 time
        param_named_auto time2 time_0_x 100.0
////   		param_named NormalMap int 0
////   		param_named EnvironmentMap int 1
//		param_named deepColor float4 0 0.2 0.5 1.0
//		param_named shallowColor float4 0 0.8 1 1.0
//		param_named reflectionColor float4 0.95 1 1 1.0
//		param_named reflectionAmount float 0.5
//		param_named reflectionBlur float 0.0
//		param_named waterAmount float 0.5
////		param_named fresnelPower float 5.0
////		param_named fresnelPower float 8.0
//		param_named fresnelPower float 2.0
////		param_named fresnelBias float 0.328
//		param_named fresnelBias float 0.328
////		param_named fresnelScale float 1.8 
////		param_named fresnelScale float 1.8 
//		param_named fresnelScale float 1.0
//		param_named hdrMultiplier float 0.471
//		param_named tintColour float4 0 0.05 0.05 1
//		param_named noiseScale float 0.03 
		param_named reflectMap int 0
		param_named noiseMap int 1
////		param_named refractMap int 1
		param_named_auto materialVariables custom 1
		preprocessor_defines NEW_WATER_SHADER
	}
}

vertex_program Water/water_vp glsl glsles glslang hlsl
{
	source water.vert
	default_params
	{
		param_named_auto world world_matrix
		param_named_auto worldViewProj worldviewproj_matrix
		param_named_auto textureProjMatrix texture_worldviewproj_matrix 0
                param_named_auto eyePosition camera_position_object_space
		param_named_auto normalMatrix normal_matrix
		param_named_auto worldView worldview_matrix
		param_named_auto viewProj viewproj_matrix
                param_named BumpScale float 0.2
                param_named textureScale float2 25 26
                param_named bumpSpeed float2 0.015 0.005
        param_named_auto time time_0_x 100.0
                param_named waveFreq float 0.5
                param_named waveAmp float 1.0
		param_named_auto cameraPositionOS camera_position_object_space
		param_named_auto lightDirection light_direction_object_space 0
		param_named scroll float 1  
		param_named scale float 1 
		param_named noise float 1 
		preprocessor_defines NEW_WATER_SHADER
	}
}
 */

fragment_program Water/water_fp glsl glsles glslang hlsl
{
	source water.frag
	default_params
	{
		param_named reflectMap int 0
		param_named noiseMap int 1
	}
	preprocessor_defines NEW_WATER_SHADER
}

vertex_program Water/water_vp glsl glsles glslang hlsl
{
	source water.vert
	default_params
	{
		param_named_auto projectionMatrix projection_matrix
		param_named_auto viewMatrix view_matrix
		param_named_auto modelMatrix world_matrix
	}
	preprocessor_defines NEW_WATER_SHADER
}
