vertex_program HLSL4/OceanVS hlsl { source oceanHLSL_Cg.vert 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 HLSL4/OceanFS hlsl { source oceanHLSL_Cg.frag } vertex_program GLSL/OceanVS glsl { source oceanGLSL.vert default_params { param_named_auto worldViewProj 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 GLSL/OceanFS glsl { source oceanGLSL.frag default_params { param_named Noise int 0 param_named skyBox int 1 } } vertex_program Ogre/OceanVS unified { delegate HLSL4/OceanVS delegate GLSL/OceanVS } fragment_program Ogre/OceanFS unified { delegate HLSL4/OceanFS delegate GLSL/OceanFS } material OceanHLSL_GLSL { technique { pass { vertex_program_ref Ogre/OceanVS { param_named waveSpeed float2 0.0 0.168 param_named noiseSpeed float 0.155 } fragment_program_ref Ogre/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 { texture morning.jpg cubic tex_address_mode clamp tex_coord_set 1 } } } } vertex_program HLSL4/Ocean2VS hlsl { source Ocean2HLSL_Cg.vert default_params { param_named_auto WorldViewProj worldviewproj_matrix } } fragment_program HLSL4/Ocean2FS hlsl { source Ocean2HLSL_Cg.frag } vertex_program GLSL/Ocean2VS glsl glsles { source Ocean2GLSL.vert default_params { param_named_auto worldViewProj worldviewproj_matrix } } fragment_program GLSL/Ocean2FS glsl glsles { source Ocean2GLSL.frag default_params { param_named NormalMap int 0 param_named EnvironmentMap int 1 } } vertex_program Ogre/Ocean2VS unified { delegate HLSL4/Ocean2VS delegate GLSL/Ocean2VS } fragment_program Ogre/Ocean2FS unified { delegate HLSL4/Ocean2FS delegate GLSL/Ocean2FS } material Ocean2_HLSL_GLSL { technique { pass { vertex_program_ref Ogre/Ocean2VS { param_named_auto eyePosition camera_position_object_space 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 Ogre/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 reflectionBlur float 0.0 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 { texture morning.jpg cubic tex_address_mode clamp filtering linear linear linear tex_coord_set 1 } } } } material SkyBox { technique { pass { lighting off depth_write off depth_check off texture_unit { texture morning.jpg cubic tex_address_mode clamp } } } } material LightFlare { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture flare.png } } } }