method ""
{
- material
+ shader "water.glsl.shader";
+ uniforms
{
- type pbr;
- base_color 0.0353189 0.101362 0.429226 1.00000;
- metalness 0.00000;
- roughness 0.500000;
- emission 0.00000 0.00000 0.00000;
+ uniform "tessellation_level" 10.0000;
};
- receive_shadows true;
- face_cull CULL_BACK;
-};
-method "shadow"
-{
- shader "occluder.glsl.shader";
- face_cull CULL_BACK;
-};
-method "shadow_thsm"
-{
- shader "occluder_thsm.glsl.shader";
face_cull CULL_BACK;
};