//
//	materials for all common in-game elements go HERE!!!
//
material brainberry_cloud
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture lvl/common/brainberry_cloud.png 0
				//scale 0.5 0.5
            }
        }
    }		
}

material table_smell
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture lvl/common/table_smell.png 0
				//scale 0.5 0.5
            }
        }
    }		
}

material brainberry_plant
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture lvl/common/brainberry_plant.png 0
				//scale 0.5 0.5
            }
        }
    }		
}

material bucket
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture lvl/common/bucket.png 0
				//scale 0.5 0.5
            }
        }
    }		
}

material food1
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture lvl/common/food1.png 0
				//scale 0.5 0.5
            }
        }
    }		
}

material food2
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture lvl/common/food2.png 0
				//scale 0.5 0.5
            }
        }
    }		
}

material food3
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture lvl/common/food3.png 0
				//scale 0.5 0.5
            }
        }
    }		
}

material coinspin
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture lvl/common/coinSpin.png 0
				//scale 0.5 0.5
            }
        }
    }		
}

material streakspin
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture lvl/common/streakcoins.png 0
				//scale 0.5 0.5
            }
        }
    }		
}

material streakspin2
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture lvl/common/streakcoins2.png 0
				//scale 0.5 0.5
            }
        }
    }		
}

material streakspin3
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture lvl/common/streakcoins3.png 0
				//scale 0.5 0.5
            }
        }
    }		
}

material streakspin4
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture lvl/common/streakcoins4.png 0
				//scale 0.5 0.5
            }
        }
    }		
}


material streakspin5
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture lvl/common/streakcoins5.png 0
				//scale 0.5 0.5
            }
        }
    }		
}


material streakspin6
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture lvl/common/streakcoins6.png 0
				//scale 0.5 0.5
            }
        }
    }		
}


material streakspin7
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture lvl/common/streakcoins7.png 0
				//scale 0.5 0.5
            }
        }
    }		
}

material streakspin8
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture lvl/common/streakcoins8.png 0
				//scale 0.5 0.5
            }
        }
    }		
}



material streakspin9
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture lvl/common/streakcoins9.png 0
				//scale 0.5 0.5
            }
        }
    }		
}


material tipspin
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture lvl/common/tipcoins.png 0
				//scale 0.5 0.5
            }
        }
    }		
}


material tablematchspin
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture lvl/common/tablematchcoins.png 0
				//scale 0.5 0.5
            }
        }
    }		
}


material penaltyspin
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture lvl/common/coinpoof.png 0
				//scale 0.5 0.5
            }
        }
    }		
}


material coinpoof
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture lvl/common/coinpoof.png 0
				//scale 0.5 0.5
            }
        }
    }		
}

material hearts
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture lvl/common/hearts.png 0
            }
        }
    }		
}

material candles
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture lvl/common/candles.png 0
            }
        }
    }		
}

material table_objects
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture lvl/common/table_objects.png 0
            }
        }
    }		
}

material fight_cloud
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture lvl/common/fight_cloud.png 0
            }
        }
    }		
}

material storystars
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture lvl/common/stars.png 0
            }
        }
    }		
}

material spellicons
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture lvl/common/spellicons.png 0
            }
        }
    }		
}

material spellbackdrop
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture lvl/common/spellbackdrop.png 0
            }
        }
    }		
}

material receiptsheet
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture lvl/common/receiptspreadsheet.png 0
            }
        }
    }		
}

material receiptsheet90
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0

            // Texture unit 0
            texture_unit
            {
				filtering point point none
				rotate 270
                texture lvl/common/receiptspreadsheet.png 0
            }
        }
    }
}

material prelevelscreena
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture lvl/common/prescreena.png 0
            }
        }
    }		
}

material prelevelscreenb
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture lvl/common/prescreenb.png 0
            }
        }
    }		
}

material order_wheel
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture lvl/common/order_wheel.png 0
            }
        }
    }		
}

material clean_table
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
            ambient 1.0 1.0 1.0
            diffuse 1.0 1.0 1.0

            scene_blend    alpha_blend

            // Texture unit 0
            texture_unit
            {
				filtering point point none
                texture lvl/common/clean_table.png 0
            }
        }
    }
}

material clean_table_burds
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
            ambient 1.0 1.0 1.0
            diffuse 1.0 1.0 1.0

            scene_blend    alpha_blend

            // Texture unit 0
            texture_unit
            {
				filtering point point none
                texture lvl/common/clean_table_burds.png 0
            }
        }
    }
}

material tutorial_txtBG
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
            ambient 1.0 1.0 1.0
            diffuse 1.0 1.0 1.0

           scene_blend alpha_blend

            // Texture unit 0
            texture_unit
            {
				filtering point point none
                texture lvl/common/tutorial_txtBG.png 0
            }
        }
    }
}

material tutorial_Gabby
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
            ambient 1.0 1.0 1.0
            diffuse 1.0 1.0 1.0

            scene_blend    alpha_blend

            // Texture unit 0
            texture_unit
            {
				filtering point point none
                texture lvl/common/tutorial_Gabby.png 0
            }
        }
    }
}

material tutorial_Gabe
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
            ambient 1.0 1.0 1.0
            diffuse 1.0 1.0 1.0

            scene_blend    alpha_blend

            // Texture unit 0
            texture_unit
            {
				filtering point point none
                texture lvl/common/tutorial_Gabe.png 0
            }
        }
    }
}

material vanda_spells
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
            ambient 1.0 1.0 1.0
            diffuse 1.0 1.0 1.0

            scene_blend    alpha_blend

            // Texture unit 0
            texture_unit
            {
				filtering point point none
                texture lvl/common/vanda_spells.png 0
            }
        }
    }
}

material zombie_spell
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
            ambient 1.0 1.0 1.0
            diffuse 1.0 1.0 1.0

            scene_blend    alpha_blend

            // Texture unit 0
            texture_unit
            {
				filtering point point none
                texture lvl/common/zombie_spell.png 0
            }
        }
    }
}

material vampire_spell
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
            ambient 1.0 1.0 1.0
            diffuse 1.0 1.0 1.0

            scene_blend    alpha_blend

            // Texture unit 0
            texture_unit
            {
				filtering point point none
                texture lvl/common/vampire_spell.png 0
            }
        }
    }
}

material werewolf_spell
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
            ambient 1.0 1.0 1.0
            diffuse 1.0 1.0 1.0

            scene_blend    alpha_blend

            // Texture unit 0
            texture_unit
            {
				filtering point point none
                texture lvl/common/werewolf_spell.png 0
            }
        }
    }
}

material banshee_spell
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
            ambient 1.0 1.0 1.0
            diffuse 1.0 1.0 1.0

            scene_blend    alpha_blend

            // Texture unit 0
            texture_unit
            {
				filtering point point none
                texture lvl/common/banshee_spell.png 0
            }
        }
    }
}

material ogre_spell
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
            ambient 1.0 1.0 1.0
            diffuse 1.0 1.0 1.0

            scene_blend    alpha_blend

            // Texture unit 0
            texture_unit
            {
				filtering point point none
                texture lvl/common/ogre_spell.png 0
            }
        }
    }
}

material mrgrimm_spell
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
            ambient 1.0 1.0 1.0
            diffuse 1.0 1.0 1.0

            scene_blend    alpha_blend

            // Texture unit 0
            texture_unit
            {
				filtering point point none
                texture lvl/common/mrgrimm_spell.png 0
            }
        }
    }
}


material twin_spell
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
            ambient 1.0 1.0 1.0
            diffuse 1.0 1.0 1.0

            scene_blend    alpha_blend

            // Texture unit 0
            texture_unit
            {
				filtering point point none
                texture lvl/common/twin_spell.png 0
            }
        }
    }
}

// ----------------------------------------------------------
// Blackest Market Items
// ----------------------------------------------------------
material BM_BackPlate
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
            ambient 1.0 1.0 1.0
            diffuse 1.0 1.0 1.0

            scene_blend    alpha_blend

            // Texture unit 0
            texture_unit
            {
                texture lvl/common/BM_Backplate.png 0
            }
        }
    }
}

material BM_Items
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
            ambient 1.0 1.0 1.0
            diffuse 1.0 1.0 1.0

            scene_blend    alpha_blend

            // Texture unit 0
            texture_unit
            {
                texture lvl/common/BM_Items.png 0
            }
        }
    }
}

material BM_Overlay
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
            ambient 1.0 1.0 1.0
            diffuse 1.0 1.0 1.0

            scene_blend    alpha_blend

            // Texture unit 0
            texture_unit
            {
                texture lvl/common/BM_Overlay.png 0
            }
        }
    }
}

//HIGHLIGHTS

material 2seaterhighlight
{
    technique
    {
        pass
        {
            scene_blend    alpha_blend
			depth_write on

            // Texture unit 0
            texture_unit 
            {
                texture lvl/common/highlights/2seater.png 0
				wave_xform scale_x sine 1 1.25 0 0.03
				wave_xform scale_y sine 1 1.25 0 0.03
            }
        }
    }		
}

material 4seaterhighlight
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
            scene_blend    alpha_blend
			depth_write on

            // Texture unit 0
            texture_unit 
            {
                texture lvl/common/highlights/4seater.png 0
				wave_xform scale_x sine 1 1.25 0 0.03
				wave_xform scale_y sine 1 1.25 0 0.03
            }
        }
    }		
}

material 6seaterhighlight
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
            scene_blend    alpha_blend
			depth_write on

            // Texture unit 0
            texture_unit 
            {
                texture lvl/common/highlights/6seater.png 0
				wave_xform scale_x sine 1 1.25 0 0.03
				wave_xform scale_y sine 1 1.25 0 0.03
            }
        }
    }		
}

material counterhighlight
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
            scene_blend    alpha_blend
			depth_write on

            // Texture unit 0
            texture_unit 
            {
                texture lvl/common/highlights/6seater.png 0
				wave_xform scale_x sine 1 1.25 0 0.03
				wave_xform scale_y sine 1 1.25 0 0.03
            }
        }
    }		
}

material tickethighlight
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
            scene_blend    alpha_blend
			depth_write on

            // Texture unit 0
            texture_unit 
            {
                texture lvl/common/highlights/6seater.png 0
				wave_xform scale_x sine 1 1.25 0 0.03
				wave_xform scale_y sine 1 1.25 0 0.03
            }
        }
    }		
}

material frankiehighlight
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
            scene_blend    alpha_blend
			depth_write on

            // Texture unit 0
            texture_unit 
            {
                texture lvl/common/highlights/frankie.png 0
				wave_xform scale_x sine 1 1.25 0 0.03
				wave_xform scale_y sine 1 1.25 0 0.03
            }
        }
    }		
}

material queuefronthighlight
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
            scene_blend    alpha_blend
			depth_write on

            // Texture unit 0
            texture_unit 
            {
                texture lvl/common/highlights/queue.png 0
				wave_xform scale_x sine 1 1.25 0 0.03
				wave_xform scale_y sine 1 1.25 0 0.03
            }
        }
    }		
}

material queuebackhighlight
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
            scene_blend    alpha_blend
			depth_write on

            // Texture unit 0
            texture_unit 
            {
                texture lvl/common/highlights/queueback.png 0
				wave_xform scale_x sine 1 1.25 0 0.03
				wave_xform scale_y sine 1 1.25 0 0.03
            }
        }
    }		
}

//CLOUDS
material patience_cloud
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
            ambient 1.0 1.0 1.0
            diffuse 1.0 1.0 1.0

            scene_blend    alpha_blend

            // Texture unit 0
            texture_unit
            {
                texture lvl/common/patience_cloud.png 0
            }
        }
    }
}

material raincheck_cloud
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
            ambient 1.0 1.0 1.0
            diffuse 1.0 1.0 1.0

            scene_blend    alpha_blend

            // Texture unit 0
            texture_unit
            {
                texture lvl/common/raincheck_cloud.png 0
            }
        }
    }
}

material tableSwap_cloud1
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
            ambient 1.0 1.0 1.0
            diffuse 1.0 1.0 1.0

            scene_blend    alpha_blend

            // Texture unit 0
            texture_unit
            {
                texture lvl/common/tableSwap_cloud1.png 0
            }
        }
    }
}

material tableSwap_cloud2
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
            ambient 1.0 1.0 1.0
            diffuse 1.0 1.0 1.0

            scene_blend    alpha_blend

            // Texture unit 0
            texture_unit
            {
                texture lvl/common/tableSwap_cloud2.png 0
            }
        }
    }
}

material zombify_cloud
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
            ambient 1.0 1.0 1.0
            diffuse 1.0 1.0 1.0

            scene_blend    alpha_blend

            // Texture unit 0
            texture_unit
            {
                texture lvl/common/zombify_cloud.png 0
            }
        }
    }
}

material problem_cloud
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
            ambient 1.0 1.0 1.0
            diffuse 1.0 1.0 1.0

            scene_blend    alpha_blend

            // Texture unit 0
            texture_unit
            {
                texture lvl/common/problem_cloud.png 0
            }
        }
    }
}
