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May 29th, 2015
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  1. vertex_program HLSL/MyOcean2VS hlsl
  2. {
  3. source MyOcean2HLSL_Cg.vert
  4. entry_point main
  5. target vs_1_1
  6.  
  7. default_params
  8. {
  9. param_named_auto WorldViewProj worldviewproj_matrix
  10. param_named_auto eyePosition camera_position_object_space
  11. }
  12. }
  13.  
  14. fragment_program HLSL/Ocean2FS hlsl
  15. {
  16. source Ocean2HLSL_Cg.frag
  17. entry_point main
  18. target ps_2_0
  19.  
  20. }
  21.  
  22. material ReverseSurface
  23. {
  24. technique
  25. {
  26. pass
  27. {
  28. ambient 0 0.01 0.777 0.7
  29. diffuse 0 0.01 0.777 0.7
  30. //specular 1 1 1 1 20
  31. //scene_blend alpha_blend
  32. alpha_rejection greater 128
  33. depth_write off
  34. fog_override true exp 0 0.01 0.777 0.01 1 1000
  35. vertex_program_ref HLSL/MyOcean2VS
  36. {
  37. param_named BumpScale float 0.2
  38. param_named textureScale float2 25 26
  39. param_named bumpSpeed float2 0.015 0.005
  40. param_named_auto time time_0_x 100.0
  41. param_named waveFreq float 0.028
  42. param_named waveAmp float 10.8
  43. }
  44.  
  45. fragment_program_ref HLSL/Ocean2FS
  46. {
  47. param_named deepColor float4 0 0.3 0.5 1.0
  48. param_named shallowColor float4 0 1 1 1.0
  49. param_named reflectionColor float4 0.95 1 1 1.0
  50. param_named reflectionAmount float 1.0
  51. param_named reflectionBlur float 0.0
  52. param_named waterAmount float 0.3
  53. param_named fresnelPower float 5.0
  54. param_named fresnelBias float 0.328
  55. param_named hdrMultiplier float 0.471
  56. }
  57.  
  58. texture_unit
  59. {
  60. texture waves2.dds
  61. tex_coord_set 0
  62. filtering linear linear linear
  63. //alpha_op_ex source1 src_manual src_current 0.5
  64. }
  65.  
  66. texture_unit
  67. {
  68. cubic_texture morning.jpg combinedUVW
  69. tex_address_mode clamp
  70. filtering linear linear linear
  71. tex_coord_set 1
  72. //alpha_op_ex source1 src_manual src_current 0.5
  73. }
  74. }
  75. }
  76. }
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