vertex_program Water/depth_vp glsl glsles glslang hlsl { source depth.vert default_params { param_named_auto world world_matrix param_named_auto worldViewProj worldviewproj_matrix } } fragment_program Water/depth_fp glsl glsles glslang hlsl { source depth.frag default_params { param_named_auto cameraPosition camera_position } } /* fragment_program Water/water_fp glsl glsles glslang hlsl { source water.frag default_params { param_named_auto renderTargetFlipping render_target_flipping param_named_auto cameraPosition camera_position param_named_auto viewProj2 viewproj_matrix // param_named_auto ambient surface_ambient_colour // param_named_auto diffuse surface_diffuse_colour param_named_auto viewportSize viewport_size // param_named_auto time2 time param_named_auto time2 time_0_x 100.0 //// param_named NormalMap int 0 //// param_named EnvironmentMap int 1 // param_named deepColor float4 0 0.2 0.5 1.0 // param_named shallowColor float4 0 0.8 1 1.0 // param_named reflectionColor float4 0.95 1 1 1.0 // param_named reflectionAmount float 0.5 // param_named reflectionBlur float 0.0 // param_named waterAmount float 0.5 //// param_named fresnelPower float 5.0 //// param_named fresnelPower float 8.0 // param_named fresnelPower float 2.0 //// param_named fresnelBias float 0.328 // param_named fresnelBias float 0.328 //// param_named fresnelScale float 1.8 //// param_named fresnelScale float 1.8 // param_named fresnelScale float 1.0 // param_named hdrMultiplier float 0.471 // param_named tintColour float4 0 0.05 0.05 1 // param_named noiseScale float 0.03 param_named reflectMap int 0 param_named noiseMap int 1 //// param_named refractMap int 1 param_named_auto materialVariables custom 1 preprocessor_defines NEW_WATER_SHADER } } vertex_program Water/water_vp glsl glsles glslang hlsl { source water.vert default_params { param_named_auto world world_matrix param_named_auto worldViewProj worldviewproj_matrix param_named_auto textureProjMatrix texture_worldviewproj_matrix 0 param_named_auto eyePosition camera_position_object_space param_named_auto normalMatrix normal_matrix param_named_auto worldView worldview_matrix param_named_auto viewProj viewproj_matrix param_named BumpScale float 0.2 param_named textureScale float2 25 26 param_named bumpSpeed float2 0.015 0.005 param_named_auto time time_0_x 100.0 param_named waveFreq float 0.5 param_named waveAmp float 1.0 param_named_auto cameraPositionOS camera_position_object_space param_named_auto lightDirection light_direction_object_space 0 param_named scroll float 1 param_named scale float 1 param_named noise float 1 preprocessor_defines NEW_WATER_SHADER } } */ fragment_program Water/water_fp glsl glsles glslang hlsl { source water.frag default_params { } preprocessor_defines NEW_WATER_SHADER } vertex_program Water/water_vp glsl glsles glslang hlsl { source water.vert default_params { param_named_auto projectionMatrix projection_matrix param_named_auto viewMatrix view_matrix param_named_auto modelMatrix world_matrix } preprocessor_defines NEW_WATER_SHADER }