MaterialDef Advanced Water { MaterialParameters { Int NumSamples Int NumSamplesDepth Texture2D FoamMap Texture2D CausticsMap Texture2D NormalMap -LINEAR Texture2D ReflectionMap Texture2D HeightMap -LINEAR Texture2D Texture Texture2D DepthTexture Vector3 CameraPosition Float Time Vector3 frustumCorner Matrix4 TextureProjMatrix Float WaterHeight Vector3 LightDir Float WaterTransparency Float NormalScale Float R0 Float MaxAmplitude Color LightColor Float ShoreHardness Float FoamHardness Float RefractionStrength Float WaveScale Vector3 FoamExistence Float SunScale Vector3 ColorExtinction Float Shininess Color WaterColor Color DeepWaterColor Vector2 WindDirection Float ReflectionDisplace Float FoamIntensity Float CausticsIntensity Float UnderWaterFogDistance Boolean UseRipples Boolean UseHQShoreline Boolean UseSpecular Boolean UseFoam Boolean UseCaustics Boolean UseRefraction Float Radius Vector3 Center Boolean SquareArea } Technique { VertexShader GLSL150 GLSL120 : Common/MatDefs/Post/Post.vert FragmentShader GLSL150 GLSL120: Common/MatDefs/Water/Water.frag WorldParameters { ViewProjectionMatrixInverse } Defines { RESOLVE_MS : NumSamples RESOLVE_DEPTH_MS : NumSamplesDepth ENABLE_RIPPLES : UseRipples ENABLE_HQ_SHORELINE : UseHQShoreline ENABLE_SPECULAR : UseSpecular ENABLE_FOAM : UseFoam ENABLE_CAUSTICS : UseCaustics ENABLE_REFRACTION : UseRefraction ENABLE_AREA : Center SQUARE_AREA : SquareArea } } }