<?xml version="1.0" encoding="utf-8"?> <PropertyList> <name>Effects/ws30-water</name> <inherits-from>Effects/ws30</inherits-from> <!-- ALS ultra shaders. --> <technique n="5"> <pass n="0"> <program n="0"> <fragment-shader n="0">Shaders/ws30-water-ALS-ultra.frag</fragment-shader> </program> </pass> </technique> <!-- ALS High and Medium settings technique. Uses quality_level and tquality_level uniforms to change quality in fragment shader. --> <technique n="6"> <pass n="0"> <program n="0"> <fragment-shader n="0">Shaders/ws30-water-ALS-detailed.frag</fragment-shader> </program> </pass> </technique> <!-- ALS low settings technique --> <technique n="7"> <pass n="0"> <program n="0"> <fragment-shader n="0">Shaders/ws30-water-ALS.frag</fragment-shader> </program> </pass> </technique> <!-- Non-ALS technique with texture rotation --> <technique n="11"> <pass n="0"> <!-- Hardcoded texture unit as we don't do a material lookup --> <texture-unit> <unit>0</unit> <type>2d</type> <image>Textures/Terrain/water.png</image> <filter>linear-mipmap-linear</filter> <wrap-s>repeat</wrap-s> <wrap-t>repeat</wrap-t> <environment> <mode>modulate</mode> </environment> </texture-unit> <program n="0"> <!-- Note different index --> <fragment-shader n="1">Shaders/ws30-water-q1.frag</fragment-shader> </program> </pass> </technique> <!-- Minimal technique --> <technique n="12"> <pass n="0"> <!-- Hardcoded texture unit as we don't do a material lookup --> <texture-unit> <unit>0</unit> <type>2d</type> <image>Textures/Terrain/water.png</image> <filter>linear-mipmap-linear</filter> <wrap-s>repeat</wrap-s> <wrap-t>repeat</wrap-t> <environment> <mode>modulate</mode> </environment> </texture-unit> <program n="0"> <!-- Note different index --> <fragment-shader n="1">Shaders/ws30-water-q1.frag</fragment-shader> </program> </pass> </technique> </PropertyList>