material preset_7_bodyMatL
{
technique
{
pass
{
//depth_write off
scene_blend alpha_blend
vertex_program_ref WaterVP
{
param_named_auto worldViewProjMatrix worldviewproj_matrix
param_named_auto timeVal time 0.05
}
fragment_program_ref WaterFP
{
param_named colourTint float3 0.25 0.27 0.28
param_named noiseScale float 10
}
texture_unit
{
preset_7body
}
}
}
}
vertex_program WaterVP cg
{
source water.cg
entry_point water_VP
profiles vs_1_1 arbvp1
}
fragment_program WaterFP cg
{
source water.cg
entry_point water_FP
profiles ps_2_0 arbfp1
}
fragment_program UnderWaterFP cg
{
source water.cg
entry_point underwater_FP
profiles ps_2_0 arbfp1
}
lighting off
cull_hardware none
cull_software none
scene_blend alpha_blend
depth_write off
texture_unit
{
texture preset_7body.jpg
scale 0.4 0.4
scroll_anim -0.05 -0.05
}
}
}
}
material preset_7_bodyMatR
{
technique
{
pass
{
//depth_write off
scene_blend alpha_blend
vertex_program_ref WaterVP
{
param_named_auto worldViewProjMatrix worldviewproj_matrix
param_named_auto timeVal time 0.05
}
fragment_program_ref WaterFP
{
param_named colourTint float3 0.25 0.27 0.28
param_named noiseScale float 10
}
texture_unit
{
preset_7body
}
}
}
}
vertex_program WaterVP cg
{
source water.cg
entry_point water_VP
profiles vs_1_1 arbvp1
}
fragment_program WaterFP cg
{
source water.cg
entry_point water_FP
profiles ps_2_0 arbfp1
}
fragment_program UnderWaterFP cg
{
source water.cg
entry_point underwater_FP
profiles ps_2_0 arbfp1
}
lighting off
cull_hardware none
cull_software none
scene_blend alpha_blend
depth_write off
texture_unit
{
texture preset_7body.jpg
scale 0.4 0.4
scroll_anim -0.05 -0.05
}
}
}
}
material preset_7_headMatL
{
technique
{
pass
{
//depth_write off
scene_blend alpha_blend
vertex_program_ref WaterVP
{
param_named_auto worldViewProjMatrix worldviewproj_matrix
param_named_auto timeVal time 0.05
}
fragment_program_ref WaterFP
{
param_named colourTint float3 0.25 0.27 0.28
param_named noiseScale float 10
}
texture_unit
{
preset_7head
}
}
}
}
vertex_program WaterVP cg
{
source water.cg
entry_point water_VP
profiles vs_1_1 arbvp1
}
fragment_program WaterFP cg
{
source water.cg
entry_point water_FP
profiles ps_2_0 arbfp1
}
fragment_program UnderWaterFP cg
{
source water.cg
entry_point underwater_FP
profiles ps_2_0 arbfp1
}
lighting off
cull_hardware none
cull_software none
scene_blend alpha_blend
depth_write off
texture_unit
{
texture preset_7head.jpg
scale 0.4 0.4
scroll_anim -0.05 -0.05
}
}
}
}
material preset_7_headMatR
{
technique
{
pass
{
//depth_write off
scene_blend alpha_blend
vertex_program_ref WaterVP
{
param_named_auto worldViewProjMatrix worldviewproj_matrix
param_named_auto timeVal time 0.05
}
fragment_program_ref WaterFP
{
param_named colourTint float3 0.25 0.27 0.28
param_named noiseScale float 10
}
texture_unit
{
preset_7head
}
}
}
}
vertex_program WaterVP cg
{
source water.cg
entry_point water_VP
profiles vs_1_1 arbvp1
}
fragment_program WaterFP cg
{
source water.cg
entry_point water_FP
profiles ps_2_0 arbfp1
}
fragment_program UnderWaterFP cg
{
source water.cg
entry_point underwater_FP
profiles ps_2_0 arbfp1
}
lighting off
cull_hardware none
cull_software none
scene_blend alpha_blend
depth_write off
texture_unit
{
texture preset_7head.jpg
scale 0.4 0.4
scroll_anim -0.05 -0.05
}
}
}
}
material preset_7_eyeMatL
{
technique
{
pass
{
//depth_write off
scene_blend alpha_blend
vertex_program_ref WaterVP
{
param_named_auto worldViewProjMatrix worldviewproj_matrix
param_named_auto timeVal time 0.05
}
fragment_program_ref WaterFP
{
param_named colourTint float3 0.25 0.27 0.28
param_named noiseScale float 10
}
texture_unit
{
preset_7eye
}
}
}
}
vertex_program WaterVP cg
{
source water.cg
entry_point water_VP
profiles vs_1_1 arbvp1
}
fragment_program WaterFP cg
{
source water.cg
entry_point water_FP
profiles ps_2_0 arbfp1
}
fragment_program UnderWaterFP cg
{
source water.cg
entry_point underwater_FP
profiles ps_2_0 arbfp1
}
lighting off
cull_hardware none
cull_software none
scene_blend alpha_blend
depth_write off
texture_unit
{
texture preset_7eye.jpg
scale 0.5 0.5
scroll_anim -0.08 0.1
}
}
}
}
material preset_7_eyeMatR
{
technique
{
pass
{
//depth_write off
scene_blend alpha_blend
vertex_program_ref WaterVP
{
param_named_auto worldViewProjMatrix worldviewproj_matrix
param_named_auto timeVal time 0.05
}
fragment_program_ref WaterFP
{
param_named colourTint float3 0.25 0.27 0.28
param_named noiseScale float 10
}
texture_unit
{
preset_7eye
}
}
}
}
vertex_program WaterVP cg
{
source water.cg
entry_point water_VP
profiles vs_1_1 arbvp1
}
fragment_program WaterFP cg
{
source water.cg
entry_point water_FP
profiles ps_2_0 arbfp1
}
fragment_program UnderWaterFP cg
{
source water.cg
entry_point underwater_FP
profiles ps_2_0 arbfp1
}
lighting off
cull_hardware none
cull_software none
scene_blend alpha_blend
depth_write off
texture_unit
{
texture preset_7eye.jpg
scale 0.5 0.5
scroll_anim -0.08 0.1
}
}
}
}
material preset_7_tailMat
{
technique
{
pass
{
//depth_write off
scene_blend alpha_blend
vertex_program_ref WaterVP
{
param_named_auto worldViewProjMatrix worldviewproj_matrix
param_named_auto timeVal time 0.05
}
fragment_program_ref WaterFP
{
param_named colourTint float3 0.25 0.27 0.28
param_named noiseScale float 10
}
texture_unit
{
preset_7tail
}
}
}
}
vertex_program WaterVP cg
{
source water.cg
entry_point water_VP
profiles vs_1_1 arbvp1
}
fragment_program WaterFP cg
{
source water.cg
entry_point water_FP
profiles ps_2_0 arbfp1
}
fragment_program UnderWaterFP cg
{
source water.cg
entry_point underwater_FP
profiles ps_2_0 arbfp1
}
lighting off
cull_hardware none
cull_software none
scene_blend alpha_blend
depth_write off
texture_unit
{
texture preset_7tail.jpg
scale 0.4 0.4
scroll_anim -0.05 -0.05
}
}
}
}
material preset_7_maneMat
{
technique
{
pass
{
//depth_write off
scene_blend alpha_blend
vertex_program_ref WaterVP
{
param_named_auto worldViewProjMatrix worldviewproj_matrix
param_named_auto timeVal time 0.05
}
fragment_program_ref WaterFP
{
param_named colourTint float3 0.25 0.27 0.28
param_named noiseScale float 10
}
texture_unit
{
preset_7mane
}
}
}
}
vertex_program WaterVP cg
{
source water.cg
entry_point water_VP
profiles vs_1_1 arbvp1
}
fragment_program WaterFP cg
{
source water.cg
entry_point water_FP
profiles ps_2_0 arbfp1
}
fragment_program UnderWaterFP cg
{
source water.cg
entry_point underwater_FP
profiles ps_2_0 arbfp1
}
lighting off
cull_hardware none
cull_software none
scene_blend alpha_blend
depth_write off
texture_unit
{
texture preset_7mane.png
scale 0.5 0.5
scroll_anim -0.08 0.1
}
}
}
}
material preset_7_equipMatL
{
technique
{
pass
{
//depth_write off
scene_blend alpha_blend
vertex_program_ref WaterVP
{
param_named_auto worldViewProjMatrix worldviewproj_matrix
param_named_auto timeVal time 0.05
}
fragment_program_ref WaterFP
{
param_named colourTint float3 0.25 0.27 0.28
param_named noiseScale float 10
}
texture_unit
{
preset_7equip
}
}
}
}
vertex_program WaterVP cg
{
source water.cg
entry_point water_VP
profiles vs_1_1 arbvp1
}
fragment_program WaterFP cg
{
source water.cg
entry_point water_FP
profiles ps_2_0 arbfp1
}
fragment_program UnderWaterFP cg
{
source water.cg
entry_point underwater_FP
profiles ps_2_0 arbfp1
}
lighting off
cull_hardware none
cull_software none
scene_blend alpha_blend
depth_write off
texture_unit
{
texture preset_7equip.jpg
scale 0.5 0.5
scroll_anim -0.08 0.1
}
}
}
}
material preset_7_equipMatR
{
technique
{
pass
{
//depth_write off
scene_blend alpha_blend
vertex_program_ref WaterVP
{
param_named_auto worldViewProjMatrix worldviewproj_matrix
param_named_auto timeVal time 0.05
}
fragment_program_ref WaterFP
{
param_named colourTint float3 0.25 0.27 0.28
param_named noiseScale float 10
}
texture_unit
{
preset_7equip
}
}
}
}
vertex_program WaterVP cg
{
source water.cg
entry_point water_VP
profiles vs_1_1 arbvp1
}
fragment_program WaterFP cg
{
source water.cg
entry_point water_FP
profiles ps_2_0 arbfp1
}
fragment_program UnderWaterFP cg
{
source water.cg
entry_point underwater_FP
profiles ps_2_0 arbfp1
}
lighting off
cull_hardware none
cull_software none
scene_blend alpha_blend
depth_write off
texture_unit
{
texture preset_7equip.jpg
scale 0.5 0.5
scroll_anim -0.08 0.1
}
}
}
}