"Water"
{
	"%compilewater" 1
	"%tooltexture" "dev/water_normal"


	"$abovewater" 1
        "$surfaceprop" "water"
	"$bottommaterial" "dev/dev_waterbeneath2"
	"!gameconsole?$normalmap" "dev/water_normal"
	"gameconsole?$normalmap" "dev/water_normal_low"
	"!gameconsole?$bumpmap" "dev/water_dudv"
	

	"$scale" "[.5 .5]"
	"$scroll1" "[.01 .01 .05]"
	"$scroll2" "[-.025 .01 .075]"


    // Reflection

         // forceexpensive for both PC and console, forcecheap creates opaque water issues on PS3
         // however RT reflections and refractions only on PC

         $forceexpensive 1 

          // for PC use real time reflections
	 "!gameconsole?$reflectonlymarkedentities" 1
	 "!gameconsole?$reflect2dskybox" 1
	 "!gameconsole?$reflecttexture" "_rt_WaterReflection"
	 "!gameconsole?$reflectamount" ".2"

          // for console use simple skybox reflection not cubemap which is causing problems
	"gameconsole?$reflecttexture" "skybox\italyup.vtf"
	"gameconsole?$reflectamount" "4"
        "gameconsole?$reflecttint" "[.4 .4 .42]"



    // Fog stuff.
	"$fogenable" 1
	"$fogcolor" "{7 16 18}"
	"$fogstart" 5
	"$fogend" 64


    // Refraction

         // for console disable refractions
         "gameconsole?refract" 0

         // for PC RT refractions
	 "!gameconsole?$refract" 1
	 "!gameconsole?$refracttexture" "_rt_WaterRefraction"
	 "!gameconsole?$refractamount" "0.5"

	   "GPU<2"
	   {
	 	"$fallbackmaterial" "liquids/boathouse_water_cheap"
	   }

    // pseudo-translucent water only gets used on platforms which disable refract (as a cheaper substitute for refractive water)
        "gameconsole?$pseudotranslucent" 1
        "gameconsole?$waterblendfactor" 0.5

}