// placeholders

Material Texture "chiptilb"
{
	Shader "shaders/glsl/Envmask.fp"
	Texture "masktex" "chiptilw"
	Texture "envtex" "models/envmap/bluenv.png"
	Texture "rimtex" "models/envmap/blurim.png"
	Uniform vec3 "EnvFact" = "1." "1." "1."
	Uniform vec3 "RimFact" = "1." "1." "1."
	Uniform vec3 "RimStep" = ".5" ".5" ".5"
}
Material Texture "chiptilc"
{
	Shader "shaders/glsl/Envmask.fp"
	Texture "masktex" "chiptilw"
	Texture "envtex" "models/envmap/kinyenv.png"
	Texture "rimtex" "models/envmap/kinyrim.png"
	Uniform vec3 "EnvFact" = "1." "1." "1."
	Uniform vec3 "RimFact" = "1." "1." "1."
	Uniform vec3 "RimStep" = ".5" ".5" ".5"
}
Material Texture "chiptile"
{
	Shader "shaders/glsl/Envmask.fp"
	Texture "masktex" "chiptilw"
	Texture "envtex" "models/envmap/leadenv.png"
	Texture "rimtex" "models/envmap/leadrim.png"
	Uniform vec3 "EnvFact" = "1." "1." "1."
	Uniform vec3 "RimFact" = "1." "1." "1."
	Uniform vec3 "RimStep" = ".5" ".5" ".5"
}
Material Texture "chiptilg"
{
	Shader "shaders/glsl/Envmask.fp"
	Texture "masktex" "chiptilw"
	Texture "envtex" "models/envmap/greenenv.png"
	Texture "rimtex" "models/envmap/greenrim.png"
	Uniform vec3 "EnvFact" = "1." "1." "1."
	Uniform vec3 "RimFact" = "1." "1." "1."
	Uniform vec3 "RimStep" = ".5" ".5" ".5"
}
Material Texture "chiptilm"
{
	Shader "shaders/glsl/Envmask.fp"
	Texture "masktex" "chiptilw"
	Texture "envtex" "models/envmap/purpenv.png"
	Texture "rimtex" "models/envmap/purprim.png"
	Uniform vec3 "EnvFact" = "1." "1." "1."
	Uniform vec3 "RimFact" = "1." "1." "1."
	Uniform vec3 "RimStep" = ".5" ".5" ".5"
}
Material Texture "chiptilr"
{
	Shader "shaders/glsl/Envmask.fp"
	Texture "masktex" "chiptilw"
	Texture "envtex" "models/envmap/redenv.png"
	Texture "rimtex" "models/envmap/redrim.png"
	Uniform vec3 "EnvFact" = "1." "1." "1."
	Uniform vec3 "RimFact" = "1." "1." "1."
	Uniform vec3 "RimStep" = ".5" ".5" ".5"
}
Material Texture "chiptilw"
{
	Shader "shaders/glsl/Envmask.fp"
	Texture "masktex" "chiptilw"
	Texture "envtex" "models/envmap/iceenv.png"
	Texture "rimtex" "models/envmap/icerim.png"
	Uniform vec3 "EnvFact" = "1." "1." "1."
	Uniform vec3 "RimFact" = "1." "1." "1."
	Uniform vec3 "RimStep" = ".5" ".5" ".5"
}
Material Texture "chiptily"
{
	Shader "shaders/glsl/Envmask.fp"
	Texture "masktex" "chiptilw"
	Texture "envtex" "models/envmap/goldenv.png"
	Texture "rimtex" "models/envmap/goldrim.png"
	Uniform vec3 "EnvFact" = "1." "1." "1."
	Uniform vec3 "RimFact" = "1." "1." "1."
	Uniform vec3 "RimStep" = ".5" ".5" ".5"
}

// interface

Material Texture "graphics/HUD/EnemyBarS.png"
{
	Shader "shaders/glsl/Fuzz.fp"
	Define "GRAY_COLORS"
	Uniform vec2 "BaseRes" = "50." "3."
	Texture "noisetex" "textures/graynoise.png"
}
Material Texture "graphics/HUD/HealthBarS.png"
{
	Shader "shaders/glsl/Fuzz.fp"
	Define "GRAY_COLORS"
	Uniform vec2 "BaseRes" = "100." "5."
	Texture "noisetex" "textures/graynoise.png"
}
Material Texture "graphics/HUD/FuelBarS.png"
{
	Shader "shaders/glsl/Fuzz.fp"
	Define "GRAY_COLORS"
	Uniform vec2 "BaseRes" = "120." "2."
	Texture "noisetex" "textures/graynoise.png"
}
Material Texture "graphics/HUD/EnemyBarD.png"
{
	Shader "shaders/glsl/HealthBarD.fp"
	Uniform vec2 "BaseRes" = "70." "23."
	Define "TEX_SIZE" = "vec2(70.,23.)"
	Texture "noisetex" "textures/graynoise.png"
}
Material Texture "graphics/HUD/HealthBarD.png"
{
	Shader "shaders/glsl/HealthBarD.fp"
	Uniform vec2 "BaseRes" = "120." "25."
	Texture "noisetex" "textures/graynoise.png"
}
Material Texture "graphics/dsmapfont.png"
{
	Shader "shaders/glsl/AreaName.fp"
	Texture "gradtex" "graphics/areaname_grad.png"
}
Material Texture "graphics/dsmapfont_sub.png"
{
	Shader "shaders/glsl/AreaName.fp"
	Texture "gradtex" "graphics/areaname_grad.png"
}
Material Texture "graphics/HUD/DemoFace_Barrier.png"
{
	Shader "shaders/glsl/BarrierFace.fp"
	Texture "bartex" "models/barrierbar.png"
}
Material Texture "graphics/tempbg.png"
{
	Shader "shaders/glsl/Fuzz.fp"
	Uniform vec2 "BaseRes" = "640." "400."
	Texture "noisetex" "textures/graynoise.png"
}
Material Texture "graphics/NewLogo.png"
{
	Shader "shaders/glsl/NewLogoAnimated.fp"
	// what no 2d arrays does to a mf
	Texture "Layer1" "graphics/NewLogo_Layer1.png"
	Texture "Layer2" "graphics/NewLogo_Layer2.png"
	Texture "Layer3" "graphics/NewLogo_Layer3.png"
	Texture "gradtex" "graphics/NewLogo_Grad.png"
	Texture "fadetex" "LOGOFADE"
}
Material Sprite "MBRNB0"
{
	Shader "shaders/glsl/Whew.fp"
}
