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