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Water

Lakes, seas and rivers are shaded per pixel. The seabed ripples through the waves and fades into the water colour with depth, the surface mirrors the cliffs, trees, units and buildings around it against the map's skybox, the sun glints off the waves, and foam gathers along the shore and on swell crests. Unit, building and cliff shadows darken the water when shadow mapping is on. Needs the Direct3D 9 build and shader model 2.0a; other cards get the old water.

Shader model 3 cards draw the full look. The water texture's pattern gives way to a flat colour that deepens with depth, four layers of waves light that colour and bend the seabed, and small sun sparkles twinkle over the waves beside the broad glint. ShaderWaterTexturePattern brings the texture's pattern back. Shader model 2.0a cards keep the water texture and two wave layers.

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Options.ini

  • ShowSoftWaterEdge = YesSmooth water in the options menu. On picks shader water, off the old flat water.
  • WaterReflections = YesWater reflections in the options menu, applied on Accept. No keeps only the skybox in the water. The mirror draws the scene a second time at half resolution. Needs CheckWaterReflections in OptionsMenu.wnd for the menu control.
  • ShorelineFoam = YesShoreline foam in the options menu. A band of surf runs along the waterline, washing up and back out of step along the shore, and breaks into the foam web as the water deepens. It follows ShaderWaterFoamStrength, ShaderWaterShoreFoamDepth and ShaderWaterShoreFoamSurge shape it, and ShaderWaterFoamDepth = 0 turns it off. Shader model 3 lakes and seas only, not rivers. Needs CheckShorelineFoam in OptionsMenu.wnd for the menu control.