Is this what you're looking for? c: It's from feralheart >> media > materials.
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
}
material WaterMat
{
technique
{
pass
{
lighting off
cull_hardware none
cull_software none
scene_blend alpha_blend
depth_write off
texture_unit
{
texture waterTex1.png
scale 0.4 0.4
scroll_anim -0.05 -0.05
}
texture_unit
{
texture waterTex2.png
scale 0.5 0.5
scroll_anim -0.08 0.1
}
}
}
}
material OceanMat
{
technique
{
pass
{
lighting off
cull_hardware none
cull_software none
scene_blend alpha_blend
depth_write off
texture_unit
{
texture waterTex1.png
scale 0.5 0.5
scroll_anim -0.03 -0.05
rotate 90
}
texture_unit
{
texture waterTex2.png
scale 0.4 0.4
scroll_anim -0.05 0.01
rotate 90
}
}
}
}
material WaterReflectMat
{
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
param_named scroll float 2
param_named scale float 1
param_named noise float 1
}
fragment_program_ref WaterFP
{
param_named colourTint float3 0.25 0.27 0.28
param_named noiseScale float 0.04
}
texture_unit
{
texture waves2.dds
filtering linear linear none
}
}
}
}
material UnderWaterMat
{
technique
{
pass
{
cull_hardware none
cull_software none
vertex_program_ref WaterVP
{
param_named_auto worldViewProjMatrix worldviewproj_matrix
param_named_auto timeVal time 0.05
param_named scroll float 2
param_named scale float 1
param_named noise float 1
}
fragment_program_ref UnderWaterFP
{
param_named colourTint float3 0.95 0.97 0.98
param_named noiseScale float 0.04
}
texture_unit
{
texture waves2.dds
filtering linear linear none
}
}
}
}
EDIT: Here's some other reasons it could be crashing/how you could fix it.
-Change your rendering system
-Go into C: >>> Feralheart >> media > particles and delete any ending in _0, _1, and so on