Effects/ws30water Textures/Water/water-reflection.png 2d linear-mipmap-linear repeat repeat normalized Textures/Water/waves-ver10-nm.png 2d linear-mipmap-linear repeat repeat normalized Textures/Water/water_sine_nmap.png 2d linear-mipmap-linear repeat repeat normalized Textures/Water/water-reflection-grey.png 2d linear-mipmap-linear repeat repeat normalized Textures/Water/sea_foam.png 2d linear-mipmap-linear repeat repeat normalized Textures/Water/perlin-noise-nm.png 2d linear-mipmap-linear repeat repeat normalized Textures/Globe/ocean_depth_1.jpg 2d linear-mipmap-linear repeat repeat normalized Textures/Terrain/packice-overlay.png 2d linear-mipmap-linear repeat repeat normalized 0.0 0 RenderBin /rendering/scene/saturation /environment/config/enabled /rendering/scene/overcast /environment/clouds/layer[0]/coverage-type /environment/clouds/layer[1]/coverage-type /environment/clouds/layer[2]/coverage-type /environment/clouds/layer[3]/coverage-type /environment/clouds/layer[4]/coverage-type /environment/sea/surface/wind-from-east-fps /environment/sea/surface/wind-from-north-fps /environment/wave/freq /environment/wave/amp /environment/wave/sharp /environment/wave/angle /environment/wave/factor /environment/wave/dangle /environment/ground-visibility-m /environment/visibility-m /environment/ground-haze-thickness-m /rendering/scene/scattering /environment/surface/scattering /environment/terminator-relative-position-m /environment/mean-terrain-elevation-m /rendering/scene/overcast /sim/rendering/eye-altitude-m /environment/cloud-self-shading /environment/moonlight /sim/rendering/shaders/skydome /environment/fog-structure /environment/air-pollution-norm /environment/sea/surface/ice-cover /sim/rendering/shaders/landmass /environment/sea/color_r /environment/sea/color_g /environment/sea/color_b /environment/aircraft-effects/wash-x /environment/aircraft-effects/wash-y /environment/aircraft-effects/wash-strength /sim/rendering/als-filters/use-filtering /sim/rendering/als-filters/gamma /sim/rendering/als-filters/brightness /sim/rendering/als-filters/use-night-vision /sim/rendering/als-filters/use-IR-vision /environment/surface/delta-T-water /local-weather/cloud-shadows/cloudpos-x[0] /local-weather/cloud-shadows/cloudpos-y[0] /local-weather/cloud-shadows/cloudpos-x[1] /local-weather/cloud-shadows/cloudpos-y[1] /local-weather/cloud-shadows/cloudpos-x[2] /local-weather/cloud-shadows/cloudpos-y[2] /local-weather/cloud-shadows/cloudpos-x[3] /local-weather/cloud-shadows/cloudpos-y[3] /local-weather/cloud-shadows/cloudpos-x[4] /local-weather/cloud-shadows/cloudpos-y[4] /local-weather/cloud-shadows/cloudpos-x[5] /local-weather/cloud-shadows/cloudpos-y[5] /local-weather/cloud-shadows/cloudpos-x[6] /local-weather/cloud-shadows/cloudpos-y[6] /local-weather/cloud-shadows/cloudpos-x[7] /local-weather/cloud-shadows/cloudpos-y[7] /local-weather/cloud-shadows/cloudpos-x[8] /local-weather/cloud-shadows/cloudpos-y[8] /local-weather/cloud-shadows/cloudpos-x[9] /local-weather/cloud-shadows/cloudpos-y[9] /local-weather/cloud-shadows/cloudpos-x[10] /local-weather/cloud-shadows/cloudpos-y[10] /local-weather/cloud-shadows/cloudpos-x[11] /local-weather/cloud-shadows/cloudpos-y[11] /local-weather/cloud-shadows/cloudpos-x[12] /local-weather/cloud-shadows/cloudpos-y[12] /local-weather/cloud-shadows/cloudpos-x[13] /local-weather/cloud-shadows/cloudpos-y[13] /local-weather/cloud-shadows/cloudpos-x[14] /local-weather/cloud-shadows/cloudpos-y[14] /local-weather/cloud-shadows/cloudpos-x[15] /local-weather/cloud-shadows/cloudpos-y[15] /local-weather/cloud-shadows/cloudpos-x[16] /local-weather/cloud-shadows/cloudpos-y[16] /local-weather/cloud-shadows/cloudpos-x[17] /local-weather/cloud-shadows/cloudpos-y[17] /local-weather/cloud-shadows/cloudpos-x[18] /local-weather/cloud-shadows/cloudpos-y[18] /local-weather/cloud-shadows/cloudpos-x[19] /local-weather/cloud-shadows/cloudpos-y[19] /local-weather/cloud-shadows/cloud-shadow-flag 6 7 /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 material/ambient material/diffuse material/specular ambient-and-diffuse transparent transparent smooth back render-bin/bin-number render-bin/bin-name 2 texture[2]/image texture[2]/type texture[2]/filter texture[2]/wrap-s texture[2]/wrap-t texture[2]/internal-format 3 texture[3]/image texture[3]/type texture[3]/filter texture[3]/wrap-s texture[3]/wrap-t texture[3]/internal-format 5 texture[5]/image texture[5]/type texture[5]/filter texture[5]/wrap-s texture[5]/wrap-t texture[5]/internal-format 6 texture[6]/image texture[6]/type texture[6]/filter texture[6]/wrap-s texture[6]/wrap-t texture[6]/internal-format Shaders/water-ALS.vert Shaders/water-ALS-base.frag Shaders/hazes.frag Shaders/noise.frag Shaders/filters-ALS.frag water_normalmap sampler-2d 2 water_dudvmap sampler-2d 3 sea_foam sampler-2d 5 perlin_normalmap sampler-2d 6 normalmap_dds float normalmap_dds saturation float saturation WindE float windE WindN float windN WaveFreq float WaveFreq WaveAmp float WaveAmp WaveSharp float WaveSharp WaveAngle float WaveAngle WaveFactor float WaveFactor WaveDAngle float WaveDAngle visibility float visibility avisibility float avisibility hazeLayerAltitude float lthickness scattering float scattering ground_scattering float ground_scattering terminator float terminator terrain_alt float terrain_alt overcast float overcast eye_alt float eye_alt cloud_self_shading float cloud_self_shading air_pollution float air_pollution gamma float gamma brightness float brightness use_filtering bool use_filtering use_night_vision bool use_night_vision use_IR_vision bool use_IR_vision delta_T float delta_T fact_grey float fact_grey fact_black float fact_black sea_r float sea_r sea_g float sea_g sea_b float sea_b ocean_flag int 1 display_xsize int display_xsize display_ysize int display_ysize /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 material/ambient material/diffuse material/specular ambient-and-diffuse transparent transparent smooth back render-bin/bin-number render-bin/bin-name 0 2d Textures/Terrain/water.png linear-mipmap-linear repeat repeat modulate 1 noise 2 texture[2]/image texture[2]/type texture[2]/filter texture[2]/wrap-s texture[2]/wrap-t texture[2]/internal-format 3 texture[3]/image texture[3]/type texture[3]/filter texture[3]/wrap-s texture[3]/wrap-t texture[3]/internal-format 4 texture[4]/image texture[4]/type texture[4]/filter texture[4]/wrap-s texture[4]/wrap-t texture[4]/internal-format 5 texture[5]/image texture[5]/type texture[5]/filter texture[5]/wrap-s texture[5]/wrap-t texture[5]/internal-format 6 texture[6]/image texture[6]/type texture[6]/filter texture[6]/wrap-s texture[6]/wrap-t texture[6]/internal-format 7 texture[7]/image texture[7]/type texture[7]/filter texture[7]/wrap-s texture[7]/wrap-t texture[7]/internal-format Shaders/water.vert Shaders/include_fog.frag Shaders/water_sine.frag water_reflection sampler-2d 0 Noise sampler-3d 1 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 topo_map sampler-2d 7 normalmap_dds float normalmap_dds saturation float saturation CloudCover0 float cloud-cover[0] CloudCover1 float cloud-cover[1] CloudCover2 float cloud-cover[2] CloudCover3 float cloud-cover[3] CloudCover4 float cloud-cover[4] Status int status Overcast float overcast WindE float windE WindN float windN WaveFreq float WaveFreq WaveAmp float WaveAmp WaveSharp float WaveSharp WaveAngle float WaveAngle WaveFactor float WaveFactor WaveDAngle float WaveDAngle visibility float visibility avisibility float avisibility hazeLayerAltitude float lthickness scattering float scattering terminator float terminator fogType int fogtype /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 material/ambient material/diffuse material/specular ambient-and-diffuse transparent transparent smooth back render-bin/bin-number render-bin/bin-name 0 2d Textures/Terrain/water.png linear-mipmap-linear repeat repeat modulate 2 texture[2]/image texture[2]/type texture[2]/filter texture[2]/wrap-s texture[2]/wrap-t texture[2]/internal-format 3 texture[3]/image texture[3]/type texture[3]/filter texture[3]/wrap-s texture[3]/wrap-t texture[3]/internal-format 4 texture[4]/image texture[4]/type texture[4]/filter texture[4]/wrap-s texture[4]/wrap-t texture[4]/internal-format 5 texture[5]/image texture[5]/type texture[5]/filter texture[5]/wrap-s texture[5]/wrap-t texture[5]/internal-format 6 texture[6]/image texture[6]/type texture[6]/filter texture[6]/wrap-s texture[6]/wrap-t texture[6]/internal-format 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 normalmap_dds saturation float saturation CloudCover0 float cloud-cover[0] CloudCover1 float cloud-cover[1] CloudCover2 float cloud-cover[2] CloudCover3 float cloud-cover[3] CloudCover4 float cloud-cover[4] Status int status Overcast float overcast WindE float windE WindN float windN WaveFreq float WaveFreq WaveAmp float WaveAmp WaveSharp float WaveSharp WaveAngle float WaveAngle WaveFactor float WaveFactor WaveDAngle float WaveDAngle visibility float visibility avisibility float avisibility hazeLayerAltitude float lthickness scattering float scattering terminator float terminator fogType int fogtype true material/ambient material/diffuse material/specular material/emissive material/shininess ambient-and-diffuse transparent transparent smooth back render-bin/bin-number render-bin/bin-name 0 2d Textures/Terrain/water.png linear-mipmap-linear repeat repeat modulate