armory/Shaders/water_pass/water_pass.json

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{
"contexts": [
{
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"name": "water_pass",
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"depth_write": false,
"compare_mode": "always",
"cull_mode": "none",
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"blend_source": "source_alpha",
"blend_destination": "inverse_source_alpha",
"blend_operation": "add",
"alpha_blend_source": "blend_one",
"alpha_blend_destination": "blend_one",
"alpha_blend_operation": "add",
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"links": [
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{
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"name": "sbase",
"link": "$water_base.png"
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},
{
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"name": "sdetail",
"link": "$water_detail.png"
},
{
"name": "sfoam",
"link": "$water_foam.png"
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},
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{
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"name": "eye",
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"link": "_cameraPosition"
},
{
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"name": "eyeLook",
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"link": "_cameraLook"
},
{
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"name": "ld",
"link": "_lightDirection"
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},
{
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"name": "invVP",
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"link": "_inverseViewProjectionMatrix"
},
{
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"name": "time",
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"link": "_time"
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},
{
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"name": "envmapStrength",
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"link": "_envmapStrength"
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},
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{
"name": "cameraProj",
"link": "_cameraPlaneProj"
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},
{
"name": "senvmapRadiance",
"link": "_envmapRadiance",
"ifdef": ["_Rad"]
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}
],
"texture_params": [],
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"vertex_shader": "../include/pass_viewray.vert.glsl",
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"fragment_shader": "water_pass.frag.glsl"
}
]
}