// Wasteland water that's allowed to be expensive on dx9. Used on d2_coast_01, 03, and 04.

"Water"
{
	"Water_DX60"
	{
		"$fallbackmaterial" "nature/water_dx70_opaq"
	}
	"Water_DX80"
	{
		"$refractamount" ".5"
	}

	"$abovewater" 1
	"%compilewater" 1 

//	"$basetexture" "nature/water002a"		// The main texture for the water surface.
	"$bottommaterial" "nature/water_wasteland002a_beneath"	// material you look at the water surface from inside the water volume.
							// This surface will have no reflection, just refraction, if it's enabled.
	"%tooltexture" "nature/water002a"		// This is the texture that shows up in the Hammer browser.

	// "$forcecheap" 1			// force water to not do realtime reflection/refraction.
	// "$forceexpensive" 1		// force water to do realtime reflection/refraction.
	// "$reflectentities" 1		// force water to reflect entities. By default, it does not.

	"$refracttexture" "_rt_WaterRefraction"	// Determines if you get realtime refraction. It's always set to this value.
	"$reflecttexture" "_rt_WaterReflection"	// Determines if you get realtime reflection. It's always set to this value.
	
	"$refractamount" "3.0"			// This determines the amount of screenspace warping that for real-time refraction.
//	"$refracttint" "{0 75 150}"	// In the real-time refraction case, this modulates the color of the refraction.
					 	// In the non-real-time case, this is not used.
	"$reflectamount" "1.0"			// This determines the amount of screenspace warping that you get for real-time reflection.
	"$reflecttint" "[1 1 1]"		// Same as for refract tint, but for reflection.
	
	"$normalmap" "dev/water_normal"		// This is the normal map for the water surface.
	"$bumpmap" "dev/water_dudv"		// This is the dudv map for the water surface. Required for dx8 to work.
	"$bumpframe" "0"

	"$fogenable" 1
	"$fogcolor" "{25 227 25}"
	"$fogstart" 287.00
	"$fogend" 2244.00

			// Frame used for animated bump texture.

	// "$bumptransform" 		// This is a transformer for the texcoords for the normal/dudv maps!
					// See usage in TextureScroll below.
					
	"$scale" "[8 8]"		// BUG BUG: this isn't used currently!!!


	"$surfaceprop" "water"		// Set the surface property for bullet effects, etc.
	
	
	"$fogenable" 1			// Turns on the fogging when inside the water volume.
	"$fogcolor" "{23 37 47}"	// This is the fog color for the underwater volumetric fog for real-time refraction.
					// For cheap water, this is the opaque refraction color.
	"$fogstart" 0.0		// Sets the near plane for fogging.
	"$fogend" 800.00		// Sets the far plane for fogging.


	// NOTE: always use the "WaterLOD" proxy below!!!!!!

	"Proxies"			// These proxies control the water animation.
	{
		"AnimatedTexture"
		{
			"animatedtexturevar" "$normalmap"
			"animatedtextureframenumvar" "$bumpframe"
			"animatedtextureframerate" 30.00
		}

		"TextureScroll"
		{
			"texturescrollvar" "$bumptransform"
			"texturescrollrate" .05
			"texturescrollangle" 45.00
		}

		"WaterLOD"
		{
		}
	}
}