Effects/water
Effects/terrain-default
Textures/Water/water-reflection.png
linear-mipmap-linear
repeat
repeat
normalized
Textures/Water/waves-ver10-nm.png
linear-mipmap-linear
repeat
repeat
normalized
Textures/Water/water_sine_nmap.png
linear-mipmap-linear
repeat
repeat
normalized
Textures/Water/water-reflection-grey.png
linear-mipmap-linear
repeat
repeat
normalized
Textures/Water/sea_foam.png
linear-mipmap-linear
repeat
repeat
normalized
Textures/Water/perlin-noise-nm.png
linear-mipmap-linear
repeat
repeat
normalized
0.0
6
7
/sim/rendering/shaders/skydome
5.0
/sim/rendering/shaders/water
2.0
GL_ARB_shader_objects
GL_ARB_shading_language_100
GL_ARB_vertex_shader
GL_ARB_fragment_shader
true
ambient-and-diffuse
smooth
back
2
3
5
6
Shaders/water_lightfield.vert
Shaders/water_lightfield.frag
water_normalmap
sampler-2d
2
water_dudvmap
sampler-2d
3
sea_foam
sampler-2d
5
perlin_normalmap
sampler-2d
6
normalmap_dds
float
saturation
float
WindE
float
WindN
float
WaveFreq
float
WaveAmp
float
WaveSharp
float
WaveAngle
float
WaveFactor
float
WaveDAngle
float
visibility
float
avisibility
float
hazeLayerAltitude
float
scattering
float
ground_scattering
float
terminator
float
terrain_alt
float
overcast
float
eye_alt
float
sea_r
float
sea_g
float
sea_b
float
/sim/rendering/shaders/skydome
4.0
/sim/rendering/shaders/water
2.0
GL_ARB_shader_objects
GL_ARB_shading_language_100
GL_ARB_vertex_shader
GL_ARB_fragment_shader
true
ambient-and-diffuse
smooth
back
2
3
5
6
Shaders/water_lightfield.vert
Shaders/water_lightfield_lr.frag
water_normalmap
sampler-2d
2
water_dudvmap
sampler-2d
3
sea_foam
sampler-2d
5
perlin_normalmap
sampler-2d
6
normalmap_dds
float
saturation
float
WindE
float
WindN
float
WaveFreq
float
WaveAmp
float
WaveSharp
float
WaveAngle
float
WaveFactor
float
WaveDAngle
float
visibility
float
avisibility
float
hazeLayerAltitude
float
scattering
float
ground_scattering
float
terminator
float
terrain_alt
float
overcast
float
eye_alt
float
sea_r
float
sea_g
float
sea_b
float
/sim/rendering/shaders/water
/sim/rendering/rembrandt/enabled
4.0
/sim/rendering/shaders/water
2.0
GL_ARB_shader_objects
GL_ARB_shading_language_100
GL_ARB_vertex_shader
GL_ARB_fragment_shader
false
ambient-and-diffuse
smooth
back
0
2
3
4
5
6
Shaders/water-gbuffer.vert
Shaders/water_sine-gbuffer.frag
Shaders/gbuffer-functions.frag
Shaders/gbuffer-encode.frag
tangent
6
binormal
7
water_reflection
sampler-2d
0
water_normalmap
sampler-2d
2
water_dudvmap
sampler-2d
3
water_reflection_grey
sampler-2d
4
sea_foam
sampler-2d
5
perlin_normalmap
sampler-2d
6
normalmap_dds
float
saturation
float
CloudCover0
float
CloudCover1
float
CloudCover2
float
CloudCover3
float
CloudCover4
float
Status
int
Overcast
float
WindE
float
WindN
float
WaveFreq
float
WaveAmp
float
WaveSharp
float
WaveAngle
float
WaveFactor
float
WaveDAngle
float
visibility
float
avisibility
float
hazeLayerAltitude
float
scattering
float
terminator
float
fogType
int
rembrandt_enabled
int
/sim/rendering/shaders/water
/sim/rendering/rembrandt/enabled
2.0
/sim/rendering/shaders/water
2.0
GL_ARB_shader_objects
GL_ARB_shading_language_100
GL_ARB_vertex_shader
GL_ARB_fragment_shader
ambient-and-diffuse
smooth
back
0
2
3
4
5
6
Shaders/water-gbuffer.vert
Shaders/water-gbuffer.frag
Shaders/gbuffer-functions.frag
Shaders/gbuffer-encode.frag
water_reflection
sampler-2d
0
water_normalmap
sampler-2d
2
water_dudvmap
sampler-2d
3
water_reflection_grey
sampler-2d
4
sea_foam
sampler-2d
5
perlin_normalmap
sampler-2d
6
normalmap_dds
float
saturation
float
CloudCover0
float
CloudCover1
float
CloudCover2
float
CloudCover3
float
CloudCover4
float
Status
int
Overcast
float
WindE
float
WindN
float
WaveFreq
float
WaveAmp
float
WaveSharp
float
WaveAngle
float
WaveFactor
float
WaveDAngle
float
visibility
float
avisibility
float
hazeLayerAltitude
float
scattering
float
terminator
float
fogType
int
rembrandt_enabled
int
/sim/rendering/shaders/quality-level
/sim/rendering/shaders/water
4.0
/sim/rendering/shaders/water
2.0
GL_ARB_shader_objects
GL_ARB_shading_language_100
GL_ARB_vertex_shader
GL_ARB_fragment_shader
true
ambient-and-diffuse
smooth
back
0
2
3
4
5
6
Shaders/water.vert
Shaders/include_fog.frag
Shaders/water_sine.frag
water_reflection
sampler-2d
0
water_normalmap
sampler-2d
2
water_dudvmap
sampler-2d
3
water_reflection_grey
sampler-2d
4
sea_foam
sampler-2d
5
perlin_normalmap
sampler-2d
6
normalmap_dds
float
saturation
float
CloudCover0
float
CloudCover1
float
CloudCover2
float
CloudCover3
float
CloudCover4
float
Status
int
Overcast
float
WindE
float
WindN
float
WaveFreq
float
WaveAmp
float
WaveSharp
float
WaveAngle
float
WaveFactor
float
WaveDAngle
float
visibility
float
avisibility
float
hazeLayerAltitude
float
scattering
float
terminator
float
fogType
int
rembrandt_enabled
int
/sim/rendering/shaders/quality-level
/sim/rendering/shaders/water
2.0
/sim/rendering/shaders/water
2.0
GL_ARB_shader_objects
GL_ARB_shading_language_100
GL_ARB_vertex_shader
GL_ARB_fragment_shader
true
ambient-and-diffuse
smooth
back
0
2
3
4
5
6
Shaders/water.vert
Shaders/include_fog.frag
Shaders/water.frag
water_reflection
sampler-2d
0
water_normalmap
sampler-2d
2
water_dudvmap
sampler-2d
3
water_reflection_grey
sampler-2d
4
sea_foam
sampler-2d
5
perlin_normalmap
sampler-2d
6
normalmap_dds
float
saturation
float
CloudCover0
float
CloudCover1
float
CloudCover2
float
CloudCover3
float
CloudCover4
float
Status
int
Overcast
float
WindE
float
WindN
float
WaveFreq
float
WaveAmp
float
WaveSharp
float
WaveAngle
float
WaveFactor
float
WaveDAngle
float
visibility
float
avisibility
float
hazeLayerAltitude
float
scattering
float
terminator
float
fogType
int
rembrandt_enabled
int