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material Seabox
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{
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receive_shadows off
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technique
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{
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pass
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{
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ambient 0.616687 0.90461 1 0.7
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diffuse 0.616687 0.90461 1 0.7
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specular 1 1 1 1 20
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emissive 0.0 0.0 0.0 1.0
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scene_blend alpha_blend
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}
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}
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}
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vertex_program GLSL/WavesVS glsl
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{
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source ../programs/GLSL/Waves.vert
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}
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fragment_program GLSL/WavesFS glsl
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{
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source ../programs/GLSL/Waves.frag
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}
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material Waves_GLSL
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{
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technique GLSL
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{
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pass
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{
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scene_blend alpha_blend
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vertex_program_ref GLSL/WavesVS
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{
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param_named_auto eyePos camera_position_object_space
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param_named_auto time time_0_x 100.0
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param_named rescale float 0.5
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param_named bumpScale float2 25 25
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param_named bumpSpeed float2 0.01 0.01
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param_named frequency float 0.028
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param_named amplitude float 0.1
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param_named steepness float 1.0
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}
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fragment_program_ref GLSL/WavesFS
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{
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param_named deepColor float4 0 0.05 0.1 1.0
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param_named shallowColor float4 0 0.2 0.3 1.0
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param_named fresnelPower float 5
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param_named hdrMultiplier float 0.4
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param_named bumpMap int 0
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param_named cubeMap int 1
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}
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texture_unit
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{
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texture ../textures/normals.dds
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tex_coord_set 0
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scale 0.1 0.1
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filtering linear linear linear
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}
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texture_unit
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{
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cubic_texture ../textures/clouds.jpg combinedUVW
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tex_address_mode clamp
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tex_coord_set 1
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filtering linear linear linear
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}
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}
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}
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}
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