Water is in ECS; water material is created in code
This commit is contained in:
@@ -1,25 +1,4 @@
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/*
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//----------------------------
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// Distortion effects
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//----------------------------
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vertex_program Examples/FresnelRefractReflectVP glsl glsles glslang hlsl
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{
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source Example_FresnelVp.glsl
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}
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fragment_program Examples/FresnelRefractReflectFP glsl glsles glslang hlsl
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{
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source Example_FresnelFp.glsl
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default_params
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{
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// assign samplers as required by GLSL
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param_named noiseMap int 0
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param_named reflectMap int 1
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param_named refractMap int 2
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}
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}
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*/
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material Water/Above
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{
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technique
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@@ -31,82 +10,18 @@ material Water/Above
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diffuse 0.0 0.2 0.5 1.0
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cull_hardware none
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cull_software none
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/*
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vertex_program_ref Examples/FresnelRefractReflectVP
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{
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param_named_auto worldViewProjMatrix worldviewproj_matrix
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param_named_auto textureProjMatrix texture_worldviewproj_matrix 0
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param_named_auto eyePosition camera_position_object_space
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param_named_auto timeVal time 0.05
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param_named scroll float 1
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param_named scale float 1
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param_named noise float 1
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// scroll and noisePos will need updating per frame
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}
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fragment_program_ref Examples/FresnelRefractReflectFP
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{
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param_named fresnelBias float -0.1
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param_named fresnelScale float 1.8
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param_named fresnelPower float 8
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param_named tintColour float4 0 0.05 0.05 1
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param_named noiseScale float 0.05
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}
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*/
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vertex_program_ref Water/water_vp
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{
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}
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fragment_program_ref Water/water_fp
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{
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}
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/*
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// Noise
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texture_unit
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{
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// Perlin noise volume
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texture waves2.png
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// min / mag filtering, no mip
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filtering linear linear none
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tex_address_mode mirror
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}
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// Reflection
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texture_unit
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{
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content_type compositor Fresnel reflection
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tex_address_mode mirror
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}
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// Refraction
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texture_unit
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{
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content_type compositor Fresnel refraction
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tex_address_mode mirror
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}
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// Normal
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texture_unit
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{
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texture waves2.png
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sampler_ref RTSS/NormalMapSampler
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// RT Shader system section.
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rtshader_system
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{
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normal_map tangent_space
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}
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tex_address_mode mirror
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}
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*/
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texture_unit
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{
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texture ReflectionRefractionTexture
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tex_address_mode mirror
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filtering linear linear linear
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}
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/*
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texture_unit
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{
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texture RefractionTexture
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tex_address_mode mirror
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filtering linear linear linear
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}
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*/
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}
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}
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rtshader_system
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@@ -134,43 +49,12 @@ material Water/Below
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fragment_program_ref Water/water_fp
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{
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}
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/*
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// Noise
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texture_unit
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{
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// Perlin noise volume
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texture waves2.png
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// min / mag filtering, no mip
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filtering linear linear none
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tex_address_mode mirror
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}
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// Reflection
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texture_unit
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{
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content_type compositor Fresnel reflection
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tex_address_mode mirror
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}
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// Refraction
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texture_unit
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{
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content_type compositor Fresnel refraction
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tex_address_mode mirror
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}
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*/
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texture_unit
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{
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texture ReflectionRefractionTexture
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tex_address_mode mirror
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filtering linear linear linear
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}
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/*
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texture_unit
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{
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texture RefractionTexture
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tex_address_mode mirror
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filtering linear linear linear
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}
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*/
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}
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}
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rtshader_system
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@@ -179,28 +63,5 @@ material Water/Below
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lighting_stage per_pixel
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}
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}
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/*
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material Water/Depth
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{
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technique
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{
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pass
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{
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cull_hardware none
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alpha_rejection greater_equal 0.5
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vertex_program_ref Water/depth_vp
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{
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param_named_auto world world_matrix
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param_named_auto worldViewProj worldviewproj_matrix
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}
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fragment_program_ref Water/depth_fp
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{
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param_named_auto cameraPosition camera_position
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}
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}
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}
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}
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*/
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