material PE/pankh_osiris_angry
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend alpha_blend

			texture_unit
			{
				texture pankh_osiris_angry.tga
				tex_address_mode clamp
			}
		}
	}
}

material PE/pankh_ankh_lightbeam
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend alpha_blend

			texture_unit
			{
				texture pankh_ankh_lightbeam.tga
				tex_address_mode clamp
			}
		}
	}
}

material PE/pankh_lightbeam
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend alpha_blend

			texture_unit
			{
				texture pankh_lightbeam.tga
				tex_address_mode clamp
			}
		}
	}
}

material PE/pankh_lightray_dust
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend alpha_blend

			texture_unit
			{
				texture pankh_lightray_dust.tga
				tex_address_mode clamp
			}
		}
	}
}

material PE/pankh_osiris_soul
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend alpha_blend

			texture_unit
			{
				texture pankh_osiris_soul.tga
				tex_address_mode clamp
			}
		}
	}
}

material PE/pankh_camelhair
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend alpha_blend

			texture_unit
			{
				texture pankh_camelhair.tga
				tex_address_mode clamp
			}
		}
	}
}

material PE/pankh_water_falling
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend alpha_blend

			texture_unit
			{
				texture pankh_water_falling.tga
				tex_address_mode clamp
			}
		}
	}
}

material PE/pankh_ripples
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend alpha_blend

			texture_unit
			{
				texture pankh_ripples.tga
				tex_address_mode clamp
			}
		}
	}
}

material PE/pankh_dust_body
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend alpha_blend

			texture_unit
			{
				texture pankh_dust_body.tga
				tex_address_mode clamp
			}
		}
	}
}

material PE/bandages_unwrap
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend alpha_blend

			texture_unit
			{
				texture bandages_unwrap.tga
				tex_address_mode clamp
			}
		}
	}
}

material PE/pankh_dust
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend alpha_blend

			texture_unit
			{
				texture pankh_dust.tga
				tex_address_mode clamp
			}
		}
	}
}

material PE/pankh_water_spray
{
	technique
	{
		pass
		{
			lighting off
			depth_check on
			depth_write off
			scene_blend alpha_blend

			texture_unit
			{
				texture pankh_water_spray.tga
				tex_address_mode clamp
			}
		}
	}
}

material PE/pankh_water_splash
{
	technique
	{
		pass
		{
			lighting off
			depth_check on
			depth_write off
			scene_blend alpha_blend

			texture_unit
			{
				texture pankh_water_splash.tga
				tex_address_mode clamp
			}
		}
	}
}

material PE/pankh_smoke_white
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend alpha_blend

			texture_unit
			{
				texture pankh_smoke_white.tga
				tex_address_mode clamp
			}
		}
	}
}

material PE/pankh_smoke_black_burger
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend alpha_blend

			texture_unit
			{
				texture pankh_smoke_black_burger.tga
				tex_address_mode clamp
			}
		}
	}
}

material PE/pankh_smoke_black
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend alpha_blend

			texture_unit
			{
				texture pankh_smoke_black.tga
				tex_address_mode clamp
			}
		}
	}
}

material PE/bubble
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend alpha_blend

			texture_unit
			{
				texture bubble.tga
				tex_address_mode clamp
			}
		}
	}
}

material PE/sand_particles
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend alpha_blend

			texture_unit
			{
				texture sand_particles.tga
				tex_address_mode clamp
			}
		}
	}
}

material PE/osiris_debris
{
	technique
	{
		pass
		{
			lighting off
			depth_write on
			scene_blend alpha_blend

			texture_unit
			{
				texture osiris_debris.tga
			}
		}
	}
}

material PE/mummy_dust
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend alpha_blend

			texture_unit
			{
				texture mummy_dust.tga
				tex_address_mode clamp
			}
		}
	}
}

material PE/mortar
{
	technique
	{
		pass
		{
			lighting off
			depth_write on
			scene_blend alpha_blend

			texture_unit
			{
				texture mortar.tga
			}
		}
	}
}

material PE/mud
{
	technique
	{
		pass
		{
			lighting off
			depth_write on
			scene_blend alpha_blend

			texture_unit
			{
				texture mud.tga
				tex_address_mode clamp
			}
		}
	}
}

material PE/termites
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend alpha_blend

			texture_unit
			{
				texture termites.tga
				tex_address_mode clamp
			}
		}
	}
}

material PE/lensflare
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend add

			texture_unit
			{
				texture flare.png
			}
		}
	}
}

material PE/bigFlame
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend add

			texture_unit
			{
				texture bigflame.png
			}
		}
	}
}

material PE/smoke
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend alpha_blend

			texture_unit
			{
				texture smoke.png
				tex_address_mode clamp
			}
		}
	}
}

material PE/explosion
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend add

			texture_unit
			{
				texture explosion.png
			}
		}
	}
}

material PE/ringflare
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend add

			texture_unit
			{
				texture ring_flare.png
			}
		}
	}
}

material PE/ringflare2
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend add

			texture_unit
			{
				texture ring_flare2.png
			}
		}
	}
}

material PE/Flare
{
	technique
	{
		pass
		{
			lighting off
			scene_blend add
			depth_write off

			texture_unit
			{
				texture flaretrail.png
			}
		}
	}
}

material PE/Streak
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend add

			texture_unit
			{
				texture streak.png
			}
		}
	}
}
