/*
material Water/Above
{
	technique
	{
		pass
		{
			lighting on
			ambient 1.0 1.0 1.0 1.0
			diffuse 0.0 0.2 0.5 1.0
			cull_hardware none
			cull_software none
			vertex_program_ref Water/water_vp
			{
			}
			fragment_program_ref Water/water_fp
			{
			}
			texture_unit
			{
				texture ReflectionRefractionTexture
				tex_address_mode mirror
				filtering linear linear linear
			}
		}
	}
	rtshader_system
	{       
		// Override lighting stage with per pixel lighting.             
		lighting_stage per_pixel                
	}   

}

material Water/Below
{
	technique
	{
		pass
		{
			lighting on
			ambient 1.0 1.0 1.0 1.0
			diffuse 0.0 0.2 0.5 1.0
			cull_hardware none
			cull_software none
			vertex_program_ref Water/water_vp
			{
			}
			fragment_program_ref Water/water_fp
			{
			}
			texture_unit
			{
				texture ReflectionRefractionTexture
				tex_address_mode mirror
				filtering linear linear linear
			}
		}
	}
	rtshader_system
	{
		// Override lighting stage with per pixel lighting.             
		lighting_stage per_pixel                
	}
}
*/
material Water/Depth
{
	technique
	{
		pass
		{
			cull_hardware none
			alpha_rejection greater_equal 0.5
			vertex_program_ref Water/depth_vp
			{
				param_named_auto world world_matrix
				param_named_auto worldViewProj worldviewproj_matrix
			}
			fragment_program_ref Water/depth_fp
			{
				param_named_auto cameraPosition camera_position
			}
		}
	}
}
