[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



