// placeholders

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

// interface

Material Texture "graphics/HUD/EnemyBarS.png"
{
	Shader "shaders/glsl/Fuzz.fp"
	Define "GRAY_COLORS"
	Define "BASE_RES" = "vec2(50.,3.)"
	Texture "noisetex" "textures/graynoise.png"
}
Material Texture "graphics/HUD/HealthBarS.png"
{
	Shader "shaders/glsl/Fuzz.fp"
	Define "GRAY_COLORS"
	Define "BASE_RES" = "vec2(100.,5.)"
	Texture "noisetex" "textures/graynoise.png"
}
Material Texture "graphics/HUD/FuelBarS.png"
{
	Shader "shaders/glsl/Fuzz.fp"
	Define "GRAY_COLORS"
	Define "BASE_RES" = "vec2(120.,2.)"
	Texture "noisetex" "textures/graynoise.png"
}
Material Texture "graphics/HUD/EnemyBarD.png"
{
	Shader "shaders/glsl/HealthBarD.fp"
	Define "TEX_SIZE" = "vec2(70.,23.)"
	Texture "noisetex" "textures/graynoise.png"
}
Material Texture "graphics/HUD/HealthBarD.png"
{
	Shader "shaders/glsl/HealthBarD.fp"
	Define "TEX_SIZE" = "vec2(120.,25.)"
	Texture "noisetex" "textures/graynoise.png"
}
Material Texture "graphics/HUD/Icons/W_DeepImpact.png"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/HUD/Icons/W_ExplodiumGun.png"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/HUD/Icons/W_Spreadgun.png"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/HUD/Icons/W_Wallbuster.png"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/HUD/Icons/W_Eviscerator.png"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/HUD/Icons/W_Hellblazer.png"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/HUD/Icons/W_Sparkster.png"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/HUD/Icons/W_SilverBullet.png"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/HUD/Icons/W_CandyGun.png"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/HUD/Icons/W_Ynykron.png"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/HUD/Icons/W_ItamexHammer.png"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/HUD/Icons/W_PlasmaBlast.png"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/HUD/Icons/W_SheenHMG.png"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/HUD/Icons/W_Quadravol.png"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/HUD/Icons/W_MortalRifle.png"
{
	Shader "shaders/glsl/Bilinear.fp"
}
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"
	Define "BASE_RES" = "vec2(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 Texture "graphics/M_DEMOLITIONIST.png"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/DemoIcon.png"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/M_DEMOCHAN_DEEPIMPACT.png"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/M_DEMOCHAN_EXPLOGUN.png"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/M_DEMOCHAN_SPREADGUN.png"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/M_DEMOCHAN_WALLBUSTER.png"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/M_DEMOCHAN_EVISCERATOR.png"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/M_DEMOCHAN_HELLBLAZER.png"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/M_DEMOCHAN_BIOSPARK.png"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/M_DEMOCHAN_SILVERBULLET.png"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/M_DEMOCHAN_CANDYGUN.png"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/M_DEMOCHAN_YNYKRON.png"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/M_DEMOCHAN_DAB.png"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/M_DEMOCHAN_DOUBLEV.png"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/M_DEMOCHAN_HEALTH.png"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/M_DEMOCHAN_LOVE.png"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/M_DEMOCHAN_RAGEKIT.png"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/M_DEMOCHAN_SANDWICH.png"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/M_DEMOCHAN_SHELLS.png"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/M_DEMOCHAN_SKULL.png"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/M_DEMOCHAN_THONK.png"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/M_DEMOCHAN_THUMBUP.png"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/M_DEMOCHAN_HAMMER.png"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/M_DEMOCHAN_PLASMA.png"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/M_DEMOCHAN_SHEEN.png"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/M_DEMOCHAN_QUADRAVOL.png"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/M_DEMOCHAN_MISTER.png"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Sprite "MBRNB0"
{
	Shader "shaders/glsl/Whew.fp"
}
Material Texture "graphics/Renders/ActionShot.jpg"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/Renders/Booty.jpg"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/Renders/Ynykron.jpg"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/Renders/SayaBean.jpg"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/Renders/SayaGaming.jpg"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/Renders/CandyGun.jpg"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/Renders/InAHurry.jpg"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/Renders/E2M8.jpg"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/Renders/BTSXE1.jpg"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/Renders/FroggyGang.jpg"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/Renders/Nutso.jpg"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/Renders/BedTime.jpg"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/Renders/Costanza.jpg"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/Renders/Cube.jpg"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/Renders/MisaYnykron.jpg"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/Renders/Sunder.jpg"
{
	Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/Renders/Sheen.jpg"
{
	Shader "shaders/glsl/Bilinear.fp"
}
