material Underwater/Post
{
	technique
	{
		pass
		{
			lighting off
			depth_check off
			depth_write off
			cull_hardware none

			vertex_program_ref UnderwaterVP
			{
			}

			fragment_program_ref UnderwaterFP
			{
			}

			texture_unit
			{
				// filled by compositor input
			}
		}
	}
}
