import * from "dural/base/base.material" //A material more suited for an ocean/lake. The main feature is that it will do per-pixel fog calculation, in contrast to the regular per-vertex calculation. material /dural/environment/water/ocean { technique { pass { scene_blend alpha_blend cull_hardware none depth_bias 16 vertex_program_ref SimpleWaterVp { } fragment_program_ref Water/SimpleFp { } texture_unit { texture dural/environment/water/texture/D.png sampler_ref /dural/base/sampler/high } } } }