/*
compositor Fresnel
{
    technique
    {
        texture reflection 512 512 PF_BYTE_RGB
        texture refraction 512 512 PF_BYTE_RGB

        target reflection
        {
            visibility_mask 0x00F // SURFACE objects
            input previous
        }
        target refraction
        {
            visibility_mask 0x0F0 // SUBMERGED objects
            input previous
        }
        target_output
        {
            input previous
        }
    }
}
*/

