[1. Ocean2 Cg] material = Ocean2_Cg control = Wavelet Scale, BumpScale, GPU_VERTEX, 0, 2, 0 control = Texture Scale X, textureScale, GPU_VERTEX, 0, 40, 0 control = Texture Scale Y, textureScale, GPU_VERTEX, 0, 40, 1 control = Wavelet Speed X, bumpSpeed, GPU_VERTEX, -0.1, 0.1, 0 control = Wavelet Speed Y, bumpSpeed, GPU_VERTEX, -0.1, 0.1, 1 control = Wave Frequency, waveFreq, GPU_VERTEX, 0, 0.05, 0 control = Wave Amplitude, waveAmp, GPU_VERTEX, 0, 25, 0 control = Deep Color [Red], deepColor, GPU_FRAGMENT, 0, 1, 0 control = Deep Color [Green], deepColor, GPU_FRAGMENT, 0, 1, 1 control = Deep Color [Blue], deepColor, GPU_FRAGMENT, 0, 1, 2 control = Shallow Color [Red], shallowColor, GPU_FRAGMENT, 0, 1, 0 control = Shallow Color [Green], shallowColor, GPU_FRAGMENT, 0, 1, 1 control = Shallow Color [Blue], shallowColor, GPU_FRAGMENT, 0, 1, 2 control = Reflection Color [Red], reflectionColor, GPU_FRAGMENT, 0, 1, 0 control = Reflection Color [Green], reflectionColor, GPU_FRAGMENT, 0, 1, 1 control = Reflection Color [Blue], reflectionColor, GPU_FRAGMENT, 0, 1, 2 control = Reflection Amount, reflectionAmount, GPU_FRAGMENT, 0, 1, 0 control = Reflection Blur, reflectionBlur, GPU_FRAGMENT, 0, 8, 0 control = Water Amount, waterAmount, GPU_FRAGMENT, 0, 1, 0 control = Fresnel Power, fresnelPower, GPU_FRAGMENT, 0, 10, 0 control = Fresnel Bias, fresnelBias, GPU_FRAGMENT, 0, 1, 0 control = HDR Mulitplier, hdrMultiplier, GPU_FRAGMENT, 0, 2, 0 [1a. Ocean2 HLSL/GLSL] material = Ocean2_HLSL_GLSL control = Wavelet Scale, BumpScale, GPU_VERTEX, 0, 2, 0 control = Texture Scale X, textureScale, GPU_VERTEX, 0, 40, 0 control = Texture Scale Y, textureScale, GPU_VERTEX, 0, 40, 1 control = Wavelet Speed X, bumpSpeed, GPU_VERTEX, -0.1, 0.1, 0 control = Wavelet Speed Y, bumpSpeed, GPU_VERTEX, -0.1, 0.1, 1 control = Wave Frequency, waveFreq, GPU_VERTEX, 0, 0.05, 0 control = Wave Amplitude, waveAmp, GPU_VERTEX, 0, 25, 0 control = Deep Color [Red], deepColor, GPU_FRAGMENT, 0, 1, 0 control = Deep Color [Green], deepColor, GPU_FRAGMENT, 0, 1, 1 control = Deep Color [Blue], deepColor, GPU_FRAGMENT, 0, 1, 2 control = Shallow Color [Red], shallowColor, GPU_FRAGMENT, 0, 1, 0 control = Shallow Color [Green], shallowColor, GPU_FRAGMENT, 0, 1, 1 control = Shallow Color [Blue], shallowColor, GPU_FRAGMENT, 0, 1, 2 control = Reflection Color [Red], reflectionColor, GPU_FRAGMENT, 0, 1, 0 control = Reflection Color [Green], reflectionColor, GPU_FRAGMENT, 0, 1, 1 control = Reflection Color [Blue], reflectionColor, GPU_FRAGMENT, 0, 1, 2 control = Reflection Amount, reflectionAmount, GPU_FRAGMENT, 0, 1, 0 control = Reflection Blur, reflectionBlur, GPU_FRAGMENT, 0, 8, 0 control = Water Amount, waterAmount, GPU_FRAGMENT, 0, 1, 0 control = Fresnel Power, fresnelPower, GPU_FRAGMENT, 0, 10, 0 control = Fresnel Bias, fresnelBias, GPU_FRAGMENT, 0, 1, 0 control = HDR Mulitplier, hdrMultiplier, GPU_FRAGMENT, 0, 2, 0 [2. Ocean1 HLSL/GLSL] material = OceanHLSL_GLSL control = scale x, scale, GPU_VERTEX, 0, 0.1, 0 control = scale y, scale, GPU_VERTEX, 0, 0.1, 1 control = scale z, scale, GPU_VERTEX, 0, 0.1, 2 control = Wave Speed X, waveSpeed, GPU_VERTEX, 0, 1, 0 control = Wave Speed Y, waveSpeed, GPU_VERTEX, 0, 1, 1 control = Noise Speed, noiseSpeed, GPU_VERTEX, 0, 1, 0 control = Fade Bias, fadeBias, GPU_FRAGMENT, 0, 1, 0 control = Fade Exponent, fadeExp, GPU_FRAGMENT, 0, 20, 0 control = Water Color (r), waterColor, GPU_FRAGMENT, 0, 1, 0 control = Water Color (g), waterColor, GPU_FRAGMENT, 0, 1, 1 control = Water Color (b), waterColor, GPU_FRAGMENT, 0, 1, 2 [3. Ocean1 Cg] material = OceanCg control = scale x, scale, GPU_VERTEX, 0, 0.1, 0 control = scale y, scale, GPU_VERTEX, 0, 0.1, 1 control = scale z, scale, GPU_VERTEX, 0, 0.1, 2 control = Wave Speed X, waveSpeed, GPU_VERTEX, 0, 1, 0 control = Wave Speed Y, waveSpeed, GPU_VERTEX, 0, 1, 1 control = Noise Speed, noiseSpeed, GPU_VERTEX, 0, 1, 0 control = Fade Bias, fadeBias, GPU_FRAGMENT, 0, 1, 0 control = Fade Exponent, fadeExp, GPU_FRAGMENT, 0, 20, 0 control = Water Color (r), waterColor, GPU_FRAGMENT, 0, 1, 0 control = Water Color (g), waterColor, GPU_FRAGMENT, 0, 1, 1 control = Water Color (b), waterColor, GPU_FRAGMENT, 0, 1, 2