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@@ -17,6 +17,7 @@ fragment_program Water/depth_fp glsl glsles glslang hlsl
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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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@@ -24,10 +25,12 @@ fragment_program Water/water_fp glsl glsles glslang hlsl
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{
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param_named_auto renderTargetFlipping render_target_flipping
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param_named_auto cameraPosition camera_position
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param_named_auto viewProj2 viewproj_matrix
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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_auto time2 time
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param_named_auto time2 time_0_x 100.0
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//// param_named NormalMap int 0
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//// param_named EnvironmentMap int 1
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// param_named deepColor float4 0 0.2 0.5 1.0
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@@ -47,9 +50,11 @@ fragment_program Water/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 0
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param_named noiseMap int 1
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//// param_named refractMap int 1
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param_named_auto materialVariables custom 1
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preprocessor_defines NEW_WATER_SHADER
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}
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}
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@@ -68,12 +73,36 @@ vertex_program Water/water_vp glsl glsles glslang hlsl
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param_named BumpScale float 0.2
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param_named textureScale float2 25 26
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param_named bumpSpeed float2 0.015 0.005
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param_named_auto time time_0_x 100.0
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param_named_auto time time_0_x 100.0
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param_named waveFreq float 0.5
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param_named waveAmp float 1.0
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param_named_auto cameraPositionOS camera_position_object_space
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param_named_auto lightDirection light_direction_object_space 0
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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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preprocessor_defines NEW_WATER_SHADER
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}
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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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}
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preprocessor_defines NEW_WATER_SHADER
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}
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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 projectionMatrix projection_matrix
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param_named_auto viewMatrix view_matrix
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param_named_auto modelMatrix world_matrix
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}
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preprocessor_defines NEW_WATER_SHADER
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}
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