blob: 160cadb9885ba75fa6cdc966845a56b856fdadf0 [file] [log] [blame]
MaterialDef Advanced Water {
MaterialParameters {
Int NumSamples
Int NumSamplesDepth
Texture2D FoamMap
Texture2D CausticsMap
Texture2D NormalMap
Texture2D ReflectionMap
Texture2D HeightMap
Texture2D Texture
Texture2D DepthTexture
Vector3 CameraPosition
Float Time
Vector3 frustumCorner
Matrix4 TextureProjMatrix
Matrix4 ViewProjectionMatrixInverse
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
}
Technique {
VertexShader GLSL150 : Common/MatDefs/Post/Post15.vert
FragmentShader GLSL150 : Common/MatDefs/Water/Water15.frag
WorldParameters {
WorldViewProjectionMatrix
}
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
}
}
Technique {
VertexShader GLSL100 : Common/MatDefs/Post/Post.vert
FragmentShader GLSL120 : Common/MatDefs/Water/Water.frag
WorldParameters {
WorldViewProjectionMatrix
}
Defines {
ENABLE_RIPPLES : UseRipples
ENABLE_HQ_SHORELINE : UseHQShoreline
ENABLE_SPECULAR : UseSpecular
ENABLE_FOAM : UseFoam
ENABLE_CAUSTICS : UseCaustics
ENABLE_REFRACTION : UseRefraction
}
}
Technique FixedFunc {
}
}