//
//	frankie sprite materials for standing actions
//

material frankie_electrocuted
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture char/frankie/frankie_electrocuted.png 0
            }
        }
    }		
}

material frankie_holding
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture char/frankie/frankie_holding.png 0
            }
        }
    }		
}

material frankie_jumping
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture char/frankie/frankie_jumping.png 0
            }
        }
    }		
}

material frankie_landing
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture char/frankie/frankie_landing.png 0
            }
        }
    }		
}

material frankie_sleeping
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture char/frankie/frankie_sleeping.png 0
            }
        }
    }		
}

material frankie_yawning
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture char/frankie/frankie_yawning.png 0
            }
        }
    }		
}

material frankieHighLight
{
    // first, preferred technique
    technique
    {
        // first pass
        pass
        {
			scene_blend alpha_blend
			//depth_write = 0
			
            // Texture unit 0
            texture_unit 
            {
				filtering point point none
                texture char/frankie/frankieHighLight.png 0
				wave_xform scale_x sine 1 2 0.0 0.05
            }
			// Texture unit 0
			texture_unit 
            {
				filtering point point none
                texture char/frankie/frankieHighLight.png 0
				wave_xform scale_y sine 1 2 0.0 0.1
            }
        }
    }		
}

