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  1. textures/common/water
  2. {
  3. noselfShadow
  4. noshadows
  5. translucent
  6. qer_nocarve
  7. water
  8.  
  9. qer_editorimage textures/editor/water.tga
  10. }
  11.  
  12. textures/water/water_surface1_reflection
  13. {
  14. translucent
  15. twoSided
  16. noShadows
  17. noSelfShadow
  18. nonsolid
  19. discrete
  20. mirrorOblique
  21. qer_editorimage textures/editor/water_reflect.tga
  22.  
  23. {
  24. blend gl_one, gl_one_minus_src_color
  25. mirrorRenderMap 256 128
  26.  
  27. vertexProgram bumpyMirror.glsl
  28. vertexParm 0 1, 1, 0 // x = deform scale, y = blur scale, z = blur quality (0 = 1 sample, 1 = 9 samples, 2 = 13 samples, 3 = 17 samples )
  29. vertexParm 1 3, 0.8, 0.2, 1.0 // x = Fresnel exponent, y = Fresnel scale, z = Fresnel bias
  30. vertexParm 2 0, 0, 0, 0 // RGB = tint color, A = tint lerp
  31. fragmentProgram bumpyMirror.glsl
  32. fragmentMap 0 _scratch // mirror render
  33. fragmentMap 1 normalMap textures/water/water_surface1_local.tga // normalmap, use _flat otherwise
  34. fragmentMap 2 textures/gloss_test/gray50_gloss.tga // mask
  35. }
  36. }
  37.  
  38. textures/water/water_surface1_color
  39. {
  40. translucent
  41. twoSided
  42. noShadows
  43. noSelfShadow
  44. nonsolid
  45. discrete
  46. qer_editorimage textures/editor/water_color.tga
  47.  
  48. {
  49. blend bumpmap
  50. map textures/water/water_surface1_local.tga
  51. scale 2, 2
  52. scroll sinTable[time * .02] * .01, time * 0.02
  53. shear sinTable[time * .02] * .02, cosTable[time * .02] * .02
  54. rotate sinTable[time * .01] * .01
  55. }
  56. {
  57. blend blend
  58. map textures/water/water_surface1_d.tga
  59. alpha 0.1
  60. scale 2, 2
  61. scroll sinTable[time * .02] * .01, time * 0.02
  62. shear sinTable[time * .02] * .02, cosTable[time * .02] * .02
  63. rotate sinTable[time * .01] * .01
  64. }
  65. {
  66. blend specularmap
  67. map textures/water/water_surface1_s.tga
  68. scale 2, 2
  69. scroll sinTable[time * .02] * .01, time * 0.02
  70. shear sinTable[time * .02] * .02, cosTable[time * .02] * .02
  71. rotate sinTable[time * .01] * .01
  72. }
  73. glossmap textures/gloss_test/gray25_gloss.tga
  74. }
  75.  
  76. textures/water/water_surface1_refract
  77. {
  78. liquid
  79. //water
  80. translucent
  81. twoSided
  82. noShadows
  83. noSelfShadow
  84. moveableclip
  85. discrete
  86. qer_editorimage textures/editor/water_refract.tga
  87. {
  88. vertexProgram heatHaze.glsl
  89. //vertexParm 0 time * .1, time * 0.08
  90. vertexParm 0 sinTable[time * .02] * .2, cosTable[time * .02] * .4
  91. vertexParm 1 3
  92. fragmentProgram heatHaze.glsl
  93. fragmentMap 0 _currentRender
  94. fragmentMap 1 normalMap textures/water/water_surface1_local.tga
  95. fragmentMap 2 _currentDepth
  96. maskDepth
  97. }
  98. }
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