material Water { pass { vertex_program water_vertex fragment_program water_fragment cull_hardware none texture_unit reflectionMap { texture_alias WaterReflection tex_address_mode clamp } texture_unit refractionMap { texture_alias WaterRefraction tex_address_mode clamp } texture_unit depthMap { texture_alias SceneDepth tex_address_mode clamp } texture_unit normalMap { direct_texture water_nm.png } } } material Underwater_Dome { parent openmw_objects_base depth_write off }