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ogre-prototype/water/water.program
2025-09-08 09:46:16 +03:00

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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
{
param_named reflectMap int 0
param_named noiseMap int 1
}
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
}