

textures/water_source/water_blue
{
	qer_editorimage textures/water_source/water_blue
	discrete
	nonsolid
	water
	twosided
	sort 101
	translucent
	noselfshadow
	noshadows
	description "blue/violet water with normalmap"

	{
		blend bumpmap
		map	textures/water_source/water_green_local
		translate	 0.01 * sintable[time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 2)], 0.01 * sintable[time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 2.2)]
		scale 0.5,0.5
	}
	{
		blend	diffusemap
		map	textures/water_source/water_blue
		colored
	}
	{
		vertexProgram HeatHazeWithMaskAndDepth.vfp
		vertexParm 0 time * (( parm5 + 0.1) - (( parm5 || 0) * 0.1)), time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 5)
		vertexParm 1 (( parm6 + 1.5) - (( parm6 || 0) * 1.5))
		fragmentProgram HeatHazeWithMaskAndDepth.vfp
		fragmentMap 0 _currentRender
		fragmentMap 1 textures/sfx/vp1
		fragmentMap 2 textures/water_source/vp_water
		fragmentMap 3 _currentDepth
	}

