// mortal rifle

Material Texture "models/MortalSight.png"
{
	Brightmap "brightmaps/fullbright.png"
	Shader "shaders/glsl/Overbright.fp"
	Define "OVERFACT" = "4."
}
Material Texture "models/MortalRifle.png"
{
	Shader "shaders/glsl/Envmask.fp"
	Texture "masktex" "models/MortalRifle_mask.png"
	Texture "envtex" "models/envmap/leadenv.png"
	Texture "rimtex" "models/envmap/leadrim.png"
	Texture "envtex2" "models/envmap/iceenv.png"
	Texture "rimtex2" "models/envmap/icerim.png"
	Define "RIM_LIGHTING"
	Define "ENVFACT" = "1.5"
	Define "RIMFACT" = "1.2"
	Define "RIMSTEP" = ".2"
	Define "ENV_TWOLAYER"
}
Material Texture "models/MortalMag.png"
{
	Brightmap "models/MortalMag_bright.png"
	Shader "shaders/glsl/Envmask.fp"
	Texture "masktex" "models/MortalMag_mask.png"
	Texture "envtex" "models/envmap/leadenv.png"
	Texture "rimtex" "models/envmap/leadrim.png"
	Texture "envtex2" "models/envmap/iceenv.png"
	Texture "rimtex2" "models/envmap/icerim.png"
	Define "RIM_LIGHTING"
	Define "ENVFACT" = "1.5"
	Define "RIMFACT" = "1.2"
	Define "RIMSTEP" = ".2"
	Define "ENV_TWOLAYER"
}
Material Texture "models/MortalMag_Empty.png"
{
	Brightmap "models/MortalMag_bright.png"
	Shader "shaders/glsl/Envmask.fp"
	Texture "masktex" "models/MortalMag_Empty_mask.png"
	Texture "envtex" "models/envmap/leadenv.png"
	Texture "rimtex" "models/envmap/leadrim.png"
	Define "RIM_LIGHTING"
	Define "ENVFACT" = "1.5"
	Define "RIMFACT" = "1.2"
	Define "RIMSTEP" = ".2"
}
Material Texture "models/MortalRound.png"
{
	Shader "shaders/glsl/Envmask.fp"
	Texture "masktex" "models/MortalRound_mask.png"
	Texture "envtex" "models/envmap/iceenv.png"
	Texture "rimtex" "models/envmap/icerim.png"
	Define "RIM_LIGHTING"
}
Material Texture "models/MortalRound_Used.png"
{
	Shader "shaders/glsl/Envmask.fp"
	Texture "masktex" "models/MortalRound_mask.png"
	Texture "envtex" "models/envmap/iceenv.png"
	Texture "rimtex" "models/envmap/icerim.png"
	Define "RIM_LIGHTING"
}
Material Texture "models/MortalGrenade.png"
{
	Brightmap "models/MortalGrenade_bright.png"
	Shader "shaders/glsl/Envmask.fp"
	Texture "masktex" "models/MortalGrenade_mask.png"
	Texture "envtex" "models/envmap/iceenv.png"
	Texture "rimtex" "models/envmap/icerim.png"
	Define "RIM_LIGHTING"
}
Material Texture "models/MortalGrenade_Used.png"
{
	Brightmap "models/MortalGrenade_bright.png"
	Shader "shaders/glsl/Envmask.fp"
	Texture "masktex" "models/MortalGrenade_mask.png"
	Texture "envtex" "models/envmap/iceenv.png"
	Texture "rimtex" "models/envmap/icerim.png"
	Define "RIM_LIGHTING"
}
Material Texture "models/MortalLED.png"
{
	Shader "shaders/glsl/CanvasProxy.fp"
	Texture "scrtex" "MORTLED1"
}
Material Texture "models/MortalLED2.png"
{
	Shader "shaders/glsl/CanvasProxy.fp"
	Texture "scrtex" "MORTLED2"
	Define "ALPHA_KEY" = "vec3(0.)"	// key out pure black
}

PointLight MISTERRIFLELIGHT
{
	Color 0.5 0.2 0.4
	Size 20
	Offset 0 10 0
	Attenuate 1
}
Object MisterRifle
{
	Frame XZW1 { light MISTERRIFLELIGHT }
}

PointLight MISTERMAGLIGHT
{
	Color 0.5 0.2 0.4
	Size 20
	Offset 0 4 0
	Attenuate 1
}
Object MisterMag
{
	Frame XZW1 { light MISTERMAGLIGHT }
}

PointLight MISTERGRENADELIGHT
{
	Color 0.0 1.0 0.4
	Size 80
	Offset 0 3 0
	Attenuate 1
}
Object MisterGrenade
{
	Frame XZW1 { light MISTERGRENADELIGHT }
}
PointLight MISTERSUBGRENADELIGHT
{
	Color 0.0 0.75 0.3
	Size 40
	Offset 0 2 0
	Attenuate 1
}
Object MisterSubGrenade
{
	Frame XZW1 { light MISTERSUBGRENADELIGHT }
}

