vertex_program HLSL/OceanVS hlsl { source oceanHLSL_Cg.vert entry_point main target vs_1_1 default_params { param_named_auto worldViewProj_matrix worldviewproj_matrix param_named_auto eyePosition camera_position_object_space param_named scale float3 0.012 0.005 0.03 param_named_auto time_0_X time_0_x 100.0 } } fragment_program HLSL/OceanFS hlsl { source oceanHLSL_Cg.frag entry_point main target ps_2_0 } vertex_program GLSL/OceanVS glsl { source oceanGLSL.vert default_params { param_named_auto eyePosition camera_position_object_space param_named scale float3 0.012 0.005 0.03 param_named_auto time_0_X time_0_x 100.0 } } fragment_program GLSL/OceanFS glsl { source oceanGLSL.frag default_params { param_named Noise int 0 param_named skyBox int 1 } } material OceanHLSL_GLSL { technique { pass { vertex_program_ref HLSL/OceanVS { param_named waveSpeed float2 0.0 0.168 param_named noiseSpeed float 0.155 } fragment_program_ref HLSL/OceanFS { param_named fadeBias float 0.336 param_named fadeExp float 5.546 param_named waterColor float4 0.0 0.244 0.395 1.0 } texture_unit { texture NoiseVolume.dds 3d tex_coord_set 0 filtering linear linear none } texture_unit { cubic_texture morning.jpg combinedUVW tex_address_mode clamp tex_coord_set 1 } } } technique { pass { vertex_program_ref GLSL/OceanVS { param_named waveSpeed float2 0.0 0.168 param_named noiseSpeed float 0.155 } fragment_program_ref GLSL/OceanFS { param_named fadeBias float 0.336 param_named fadeExp float 5.546 param_named waterColor float4 0.0 0.244 0.395 1.0 } texture_unit { texture NoiseVolume.dds 3d tex_coord_set 0 filtering linear linear none tex_address_mode wrap } texture_unit { cubic_texture morning.jpg combinedUVW tex_address_mode clamp tex_coord_set 1 } } } } vertex_program Cg/OceanVS cg { source oceanHLSL_Cg.vert entry_point main profiles vs_1_1 arbvp1 default_params { param_named_auto worldViewProj_matrix worldviewproj_matrix param_named_auto eyePosition camera_position_object_space param_named scale float3 0.012 0.005 0.03 param_named_auto time_0_X time_0_x 100.0 } } fragment_program Cg/OceanFS cg { source oceanHLSL_Cg.frag entry_point main profiles ps_2_0 arbfp1 } material OceanCg { technique { pass { vertex_program_ref Cg/OceanVS { param_named waveSpeed float2 0.0 0.168 param_named noiseSpeed float 0.155 } fragment_program_ref Cg/OceanFS { param_named fadeBias float 0.336 param_named fadeExp float 5.546 param_named waterColor float4 0.0 0.244 0.395 1.0 } texture_unit { texture NoiseVolume.dds 3d tex_coord_set 0 filtering linear linear none } texture_unit { cubic_texture morning.jpg combinedUVW tex_address_mode clamp tex_coord_set 1 } } } } vertex_program Cg/Ocean2VS cg { source Ocean2HLSL_Cg.vert entry_point main profiles vs_1_1 arbvp1 default_params { param_named_auto WorldViewProj worldviewproj_matrix param_named_auto eyePosition camera_position_object_space } } fragment_program Cg/Ocean2FS cg { source Ocean2HLSL_Cg.frag entry_point main profiles ps_2_0 arbfp1 } material Ocean2_Cg { technique { pass { vertex_program_ref Cg/Ocean2VS { 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 0.028 param_named waveAmp float 1.8 } fragment_program_ref Cg/Ocean2FS { param_named deepColor float4 0 0.3 0.5 1.0 param_named shallowColor float4 0 1 1 1.0 param_named reflectionColor float4 0.95 1 1 1.0 param_named reflectionAmount float 1.0 param_named waterAmount float 0.3 param_named fresnelPower float 5.0 param_named fresnelBias float 0.328 param_named hdrMultiplier float 0.471 } texture_unit { texture waves2.dds tex_coord_set 0 filtering linear linear linear } texture_unit { cubic_texture morning.jpg combinedUVW tex_address_mode clamp tex_coord_set 1 } } } } vertex_program HLSL/Ocean2VS hlsl { source Ocean2HLSL_Cg.vert entry_point main target vs_1_1 default_params { param_named_auto WorldViewProj worldviewproj_matrix param_named_auto eyePosition camera_position_object_space } } fragment_program HLSL/Ocean2FS hlsl { source Ocean2HLSL_Cg.frag entry_point main target ps_2_0 } vertex_program GLSL/Ocean2VS glsl { source Ocean2GLSL.vert } fragment_program GLSL/Ocean2FS glsl { source Ocean2GLSL.frag } material Ocean2_HLSL_GLSL { technique { pass { vertex_program_ref HLSL/Ocean2VS { 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 0.028 param_named waveAmp float 1.8 } fragment_program_ref HLSL/Ocean2FS { param_named deepColor float4 0 0.3 0.5 1.0 param_named shallowColor float4 0 1 1 1.0 param_named reflectionColor float4 0.95 1 1 1.0 param_named reflectionAmount float 1.0 param_named waterAmount float 0.3 param_named fresnelPower float 5.0 param_named fresnelBias float 0.328 param_named hdrMultiplier float 0.471 } texture_unit { texture waves2.dds tex_coord_set 0 filtering linear linear linear } texture_unit { cubic_texture morning.jpg combinedUVW tex_address_mode clamp tex_coord_set 1 } } } technique { pass { vertex_program_ref GLSL/Ocean2VS { param_named_auto eyePosition camera_position_object_space param_named_auto time time_0_x 100.0 param_named BumpScale float 0.2 param_named textureScale float2 25 26 param_named bumpSpeed float2 0.015 0.005 param_named waveFreq float 0.028 param_named waveAmp float 1.8 } fragment_program_ref GLSL/Ocean2FS { param_named deepColor float4 0 0.3 0.5 1.0 param_named shallowColor float4 0 1 1 1.0 param_named reflectionColor float4 0.95 1 1 1.0 param_named reflectionAmount float 1.0 param_named waterAmount float 0.3 param_named fresnelPower float 5.0 param_named fresnelBias float 0.328 param_named hdrMultiplier float 0.471 param_named NormalMap int 0 param_named EnvironmentMap int 1 } texture_unit { texture waves2.dds tex_coord_set 0 filtering linear linear linear } texture_unit { cubic_texture morning.jpg combinedUVW tex_address_mode clamp tex_coord_set 1 } } } } material SkyBox { technique { pass { lighting off depth_write off depth_check off texture_unit { cubic_texture morning.jpg separateUV tex_address_mode clamp } } } } material LightFlare { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture flare.png } } } }