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      1 MaterialDef Advanced Water {
      2 
      3     MaterialParameters {
      4         Int NumSamples
      5         Int NumSamplesDepth
      6         Texture2D FoamMap
      7         Texture2D CausticsMap
      8         Texture2D NormalMap
      9         Texture2D ReflectionMap
     10         Texture2D HeightMap
     11         Texture2D Texture
     12         Texture2D DepthTexture        
     13         Vector3 CameraPosition
     14         Float Time
     15         Vector3 frustumCorner
     16         Matrix4 TextureProjMatrix
     17         Matrix4 ViewProjectionMatrixInverse
     18         Float WaterHeight
     19         Vector3 LightDir
     20         Float WaterTransparency
     21         Float NormalScale
     22         Float R0
     23         Float MaxAmplitude
     24         Color LightColor
     25         Float ShoreHardness
     26         Float FoamHardness
     27         Float RefractionStrength
     28         Float WaveScale
     29         Vector3 FoamExistence
     30         Float SunScale
     31         Vector3 ColorExtinction
     32         Float Shininess
     33         Color WaterColor
     34         Color DeepWaterColor
     35         Vector2 WindDirection
     36         Float ReflectionDisplace
     37         Float FoamIntensity
     38         Float CausticsIntensity
     39         Float UnderWaterFogDistance
     40 
     41         Boolean UseRipples
     42         Boolean UseHQShoreline
     43         Boolean UseSpecular
     44         Boolean UseFoam
     45         Boolean UseCaustics 
     46         Boolean UseRefraction
     47 
     48     }
     49 
     50     Technique {
     51         VertexShader   GLSL150 : Common/MatDefs/Post/Post15.vert
     52         FragmentShader GLSL150 : Common/MatDefs/Water/Water15.frag
     53 
     54         WorldParameters {
     55             WorldViewProjectionMatrix
     56         }
     57 
     58         Defines {
     59           RESOLVE_MS : NumSamples
     60             RESOLVE_DEPTH_MS : NumSamplesDepth
     61             ENABLE_RIPPLES : UseRipples
     62             ENABLE_HQ_SHORELINE : UseHQShoreline
     63             ENABLE_SPECULAR : UseSpecular
     64             ENABLE_FOAM : UseFoam
     65             ENABLE_CAUSTICS : UseCaustics
     66             ENABLE_REFRACTION : UseRefraction
     67         }
     68     }
     69 
     70     Technique {
     71         VertexShader   GLSL100 : Common/MatDefs/Post/Post.vert
     72         FragmentShader GLSL120 : Common/MatDefs/Water/Water.frag
     73 
     74         WorldParameters {
     75             WorldViewProjectionMatrix
     76         }
     77         Defines {
     78             ENABLE_RIPPLES : UseRipples
     79             ENABLE_HQ_SHORELINE : UseHQShoreline
     80             ENABLE_SPECULAR : UseSpecular
     81             ENABLE_FOAM : UseFoam
     82             ENABLE_CAUSTICS : UseCaustics
     83             ENABLE_REFRACTION : UseRefraction
     84 
     85         }
     86     }
     87 
     88     Technique FixedFunc {
     89     }
     90 }