anchor.diff:  a| Effects: Shore
   a|Default
   
  -a|water.setCenter(Vector3f.ZERO); +water.setRadius(260);
  +a|water.setCenter(Vector3f.ZERO); +
  +water.setRadius(260);
   a|Limit the water filter to a semisphere with the given center and radius. Use this for lakes and smaller bodies of water. Skip this for oceans.
   a|unused
   
  
positive.code: 
  a|water.setWaterColor(ColorRGBA.Brown.mult(2.0f));
  a|Sets the main water color.
  a|greenish blue +ColorRGBA(0.0f,0.5f,0.5f,1.0f)
  
  a|water.setDeepWaterColor(ColorRGBA.Brown);
  a|Sets the deep water color.
  a|dark blue +ColorRGBA(0.0f, 0.0f,0.2f,1.0f)
  
  a|water.setWaterTransparency(0.2f);
  a|Sets how fast colors fade out. use this to control how clear (e.g. 0.05f) or muddy (0.2f) water is.
  
negative.code: a|The three values describe what depth foam starts to fade out, at what depth it is completely invisible, at what height foam for waves appears (+ waterHeight).
  a|Vector3f(0.45f,4.35f,1.0f)
  
  a|water.setFoamTexture( (Texture2D) +
  manager.loadTexture(“Textures/foam.png) )
  a|This foam texture will be used with WrapMode.Repeat
  a|“Common/MatDefs/Water/Textures/foam.jpg
  
  |===
  
  [cols="3", options="header"]
  |===
  
  