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
			}
		}

	}

}