material fresnel { technique Map#41 { pass Map#42 { ambient 0.698039 0.698039 0.698039 1 diffuse 0.698039 0.698039 0.698039 1 specular 0.898039 0.898039 0.898039 1 20 scene_blend one zero vertex_program_ref FresnelRefractReflectVP { param_named_auto eyePosition camera_position_object_space param_named_auto timeVal time 0.05 param_named scroll float 1 param_named scale float 1 param_named noise float 1 param_named_auto worldViewProjMatrix worldviewproj_matrix } fragment_program_ref FresnelRefractReflectFP { param_named fresnelBias float -0.1 param_named fresnelScale float 1.8 param_named fresnelPower float 8 param_named tintColour float4 0 0.05 0.05 1 param_named noiseScale float 0.05 } texture_unit Map#43 { texture_alias Map#43 texture examples/media/bitmap/wavenm.png filtering linear linear linear } texture_unit Map#44 { texture_alias Map#44 cubic_texture examples/media/bitmap/sky.dds combinedUVW tex_coord_set 1 tex_address_mode clamp filtering linear linear linear } texture_unit Map#45 { texture_alias Map#45 texture examples/media/bitmap/Water02.jpg filtering linear linear linear } } } }