// First experiment for #4306: Murky water

textures/water_source/sea_water_semitrans
{
	qer_editorimage textures/water_source/sea_water_001
	discrete
	nonsolid
	water
	twosided
	translucent
        
	{
		vertexProgram heatHazeWithAlphaDepth.vfp
		vertexParm 0 0.1 * sintable [ time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 3)], 0.15 * sintable [ time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 1.5)]
		vertexParm 1 (( parm6 + 1.5) - (( parm6 || 0) * 1.5))
        vertexParm 2 ( 1.0 / 48.0 )   //  Set this to ( 1.0 / opaque_depth )
		fragmentProgram heatHazeWithAlphaDepth.vfp
		fragmentMap 0 _currentRender
		fragmentMap 1 textures/sfx/vp1
		fragmentMap 2 _currentDepth
		scale 4,4
	}

	{
		maskAlpha
        blend gl_dst_alpha, gl_one_minus_dst_alpha
		map textures/water_source/sea_water_001
		translate 0.05 * sintable [ time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 3)], 0.075 * sintable [ time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 1.5)]
        rgb 0.2
	}
    
    // NB most waters use a single draw of their surface texture, and you don't need this second one for them. 
    // I've only got 2 here because I started with sea_water_01 which happens to use 2 draws
    {
		maskAlpha
        blend gl_dst_alpha, gl_one_minus_dst_alpha
		map textures/water_source/sea_water_001
		translate 0.025 * sintable [ time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 3)], 0.0375 * sintable [ time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 1.5)]
		rgb 0.15
	}
}