// collectibles and more

Material Texture "models/SayaBean.png"
{
	Brightmap "models/SayaBean_bright.png"
}
Material Texture "models/SayasMug.png"
{
	Shader "shaders/glsl/Envmask.fp"
	Texture "masktex" "models/SayasMug_mask.png"
	Texture "envtex" "models/envmap/iceenv.png"
	Texture "rimtex" "models/envmap/icerim.png"
	Define "RIM_LIGHTING"
	Define "ENVFACT" = ".4"
	Define "RIMFACT" = ".8"
	Define "RIMSTEP" = ".4"
}
Material Texture "models/DemoPlush.png"
{
	Brightmap "models/DemoPlush_bright.png"
}
Material Texture "models/DemoPlush2.png"
{
	Brightmap "models/DemoPlush2_bright.png"
}
Material Texture "models/KirinPlush.png"
{
	Brightmap "models/KirinPlush_bright.png"
}
Material Texture "models/PerfectlyGeneric.png"
{
	Shader "shaders/glsl/PerfectlyGeneric.fp"
}
Material Texture "models/MothPlush.png"
{
	Brightmap "models/MothPlush_bright.png"
}
Material Texture "models/Chancebox.png"
{
	Brightmap "models/Chancebox_bright.png"
	Shader "shaders/glsl/Envmask.fp"
	Texture "masktex" "models/Chancebox_mask.png"
	Texture "envtex" "models/envmap/silverenv.png"
	Texture "rimtex" "models/envmap/silverrim.png"
	Define "RIM_LIGHTING"
	Define "ENVFACT" = ".7"
	Define "RIMFACT" = ".9"
}

PointLight CHANCELIGHT
{
	Color 1.0 0.7 0.2
	Size 50
	Offset 0 16 0
	Attenuate 1
}

Object Chancebox
{
	Frame XZW2 { light CHANCELIGHT }
}
