// biospark carbine

Material Texture "models/Sparkster.png"
{
	Shader "shaders/glsl/Envmask.fp"
	Texture "masktex" "models/Sparkster_mask.png"
	Texture "envtex" "models/envmap/dekaenv.png"
	Texture "rimtex" "models/envmap/dekarim.png"
	Uniform int "EnvLayers" = 1
	Uniform vec3 "EnvFact" = ".75" "1." "1."
	Uniform vec3 "RimFact" = ".9" "1." "1."
	Uniform vec3 "RimStep" = ".5" ".5" ".5"
}
Material Texture "models/SparksterBall.png"
{
	Shader "shaders/glsl/Envmask.fp"
	Texture "masktex" "models/SparksterBall_mask.png"
	Texture "envtex" "models/envmap/dekaenv.png"
	Texture "rimtex" "models/envmap/dekarim.png"
	Uniform int "EnvLayers" = 1
	Uniform vec3 "EnvFact" = ".75" "1." "1."
	Uniform vec3 "RimFact" = ".9" "1." "1."
	Uniform vec3 "RimStep" = ".5" ".5" ".5"
}

FlickerLight2 SPARKLIGHT
{
	Color 0.8 1.0 0.4
	Size 70
	SecondarySize 80
	Attenuate 1
	Interval 0.4
}

FlickerLight2 HUGESPARKLIGHT
{
	Color 0.8 1.0 0.4
	Size 150
	SecondarySize 160
	Attenuate 1
	Interval 0.4
}

Object BiosparkBall
{
	Frame "BSPK" { light "SPARKLIGHT" }
}
Object BigBiospark
{
	Frame "HSPK" { light "HUGESPARKLIGHT" }
}
