/* material Water/Above { technique { pass { lighting on ambient 1.0 1.0 1.0 1.0 diffuse 0.0 0.2 0.5 1.0 cull_hardware none cull_software none vertex_program_ref Water/water_vp { } fragment_program_ref Water/water_fp { } texture_unit { texture ReflectionRefractionTexture tex_address_mode mirror filtering linear linear linear } } } rtshader_system { // Override lighting stage with per pixel lighting. lighting_stage per_pixel } } material Water/Below { technique { pass { lighting on ambient 1.0 1.0 1.0 1.0 diffuse 0.0 0.2 0.5 1.0 cull_hardware none cull_software none vertex_program_ref Water/water_vp { } fragment_program_ref Water/water_fp { } texture_unit { texture ReflectionRefractionTexture tex_address_mode mirror filtering linear linear linear } } } rtshader_system { // Override lighting stage with per pixel lighting. lighting_stage per_pixel } } */ material Water/Depth { technique { pass { cull_hardware none alpha_rejection greater_equal 0.5 vertex_program_ref Water/depth_vp { param_named_auto world world_matrix param_named_auto worldViewProj worldviewproj_matrix } fragment_program_ref Water/depth_fp { param_named_auto cameraPosition camera_position } } } }