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- textures/common/water
- {
- noselfShadow
- noshadows
- translucent
- qer_nocarve
- water
- qer_editorimage textures/editor/water.tga
- }
- textures/water/water_surface1_reflection
- {
- translucent
- twoSided
- noShadows
- noSelfShadow
- nonsolid
- discrete
- mirrorOblique
- qer_editorimage textures/editor/water_reflect.tga
- {
- blend gl_one, gl_one_minus_src_color
- mirrorRenderMap 256 128
- vertexProgram bumpyMirror.glsl
- 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 )
- vertexParm 1 3, 0.8, 0.2, 1.0 // x = Fresnel exponent, y = Fresnel scale, z = Fresnel bias
- vertexParm 2 0, 0, 0, 0 // RGB = tint color, A = tint lerp
- fragmentProgram bumpyMirror.glsl
- fragmentMap 0 _scratch // mirror render
- fragmentMap 1 normalMap textures/water/water_surface1_local.tga // normalmap, use _flat otherwise
- fragmentMap 2 textures/gloss_test/gray50_gloss.tga // mask
- }
- }
- textures/water/water_surface1_color
- {
- translucent
- twoSided
- noShadows
- noSelfShadow
- nonsolid
- discrete
- qer_editorimage textures/editor/water_color.tga
- {
- blend bumpmap
- map textures/water/water_surface1_local.tga
- scale 2, 2
- scroll sinTable[time * .02] * .01, time * 0.02
- shear sinTable[time * .02] * .02, cosTable[time * .02] * .02
- rotate sinTable[time * .01] * .01
- }
- {
- blend blend
- map textures/water/water_surface1_d.tga
- alpha 0.1
- scale 2, 2
- scroll sinTable[time * .02] * .01, time * 0.02
- shear sinTable[time * .02] * .02, cosTable[time * .02] * .02
- rotate sinTable[time * .01] * .01
- }
- {
- blend specularmap
- map textures/water/water_surface1_s.tga
- scale 2, 2
- scroll sinTable[time * .02] * .01, time * 0.02
- shear sinTable[time * .02] * .02, cosTable[time * .02] * .02
- rotate sinTable[time * .01] * .01
- }
- glossmap textures/gloss_test/gray25_gloss.tga
- }
- textures/water/water_surface1_refract
- {
- liquid
- //water
- translucent
- twoSided
- noShadows
- noSelfShadow
- moveableclip
- discrete
- qer_editorimage textures/editor/water_refract.tga
- {
- vertexProgram heatHaze.glsl
- //vertexParm 0 time * .1, time * 0.08
- vertexParm 0 sinTable[time * .02] * .2, cosTable[time * .02] * .4
- vertexParm 1 3
- fragmentProgram heatHaze.glsl
- fragmentMap 0 _currentRender
- fragmentMap 1 normalMap textures/water/water_surface1_local.tga
- fragmentMap 2 _currentDepth
- maskDepth
- }
- }
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