{ stateMap "stencil_test"; vertexShader 3.0 "water_dynamic_near_dtex.hlsl" { waterParams = material.waterParams; oceanFoamValues = material.oceanFoamValues; oceanShoreValues = material.oceanShoreValues; } pixelShader 3.0 "water_dynamic_near.hlsl" { colorMapSampler = material.colorMap; normalMapSampler = material.normalMap; refractSampler = sampler.resolvedPostSun; lightsSampler = sampler.postEffectSrc; waterColor = material.waterColor; waterParams = material.waterParams; waterScroll0 = material.waterScroll0; waterScroll1 = material.waterScroll1; waterScroll2 = material.waterScroll2; waterSkyColor = material.waterSkyColor; waterGroundColor = material.waterGroundColor; waterSunValues = material.waterSunValues; oceanFoamValues = material.oceanFoamValues; oceanShoreValues = material.oceanShoreValues; oceanBumpValues = material.oceanBumpValues; envMapParms = material.envMapParms; } vertex.position = code.position; vertex.normal = code.normal; vertex.color[0] = code.color; vertex.texcoord[0] = code.texcoord[0]; vertex.texcoord[1] = code.texcoord[1]; vertex.texcoord[2] = code.normalTransform[0]; }