Render target water
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@@ -1,10 +1,31 @@
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fragment_program water_fp glsl glsles glslang hlsl
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vertex_program Water/depth_vp glsl glsles glslang hlsl
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{
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source depth.vert
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default_params
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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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}
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fragment_program Water/depth_fp glsl glsles glslang hlsl
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{
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source depth.frag
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default_params
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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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fragment_program Water/water_fp glsl glsles glslang hlsl
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{
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source water.frag
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default_params
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{
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param_named_auto cameraPosition camera_position
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param_named_auto ambient surface_ambient_colour
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param_named_auto diffuse surface_diffuse_colour
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param_named_auto viewportSize viewport_size
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param_named_auto time time
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// param_named NormalMap int 0
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// param_named EnvironmentMap int 1
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@@ -25,17 +46,18 @@ fragment_program water_fp glsl glsles glslang hlsl
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param_named hdrMultiplier float 0.471
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param_named tintColour float4 0 0.05 0.05 1
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param_named noiseScale float 0.03
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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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// param_named noiseMap int 0
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param_named reflectMap int 0
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param_named refractMap int 1
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}
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}
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vertex_program water_vp glsl glsles glslang hlsl
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vertex_program Water/water_vp glsl glsles glslang hlsl
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{
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source water.vert
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default_params
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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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param_named_auto textureProjMatrix texture_worldviewproj_matrix 0
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param_named_auto eyePosition camera_position_object_space
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