// Sample effect file

texture tex0;
texture tex1;

technique tec0
{
    pass p0
    {
        // Set up reasonable material defaults
        MaterialAmbient = {0.5, 0.5, 0.5, 1.0}; 
        MaterialDiffuse = {1.0, 1.0, 1.0, 1.0}; 
        MaterialSpecular = {1.0, 1.0, 1.0, 1.0}; 
        MaterialPower = 40.0f;

	DiffuseMaterialSource = material;	
	Ambient = {0.5, 0.5, 0.5, 1.0}; 
        
	// Turn lighting on and use light 0
        Lighting = true;
	SpecularEnable = true;

	TexCoordIndex[0] = 0;
	Texture[0] = <tex0>;        
        ColorOp[0] = Modulate;
        ColorArg1[0] = Texture;
        ColorArg2[0] = Diffuse;
        AlphaOp[0] = SelectArg1;
        AlphaArg1[0] = Texture;
        AlphaArg2[0] = Diffuse;

       // Set up texture stage 0
        Texture[1] = <tex1>; // Use the texture parameter defined above       
        ColorOp[1] = Add;
        ColorArg1[1] = Texture;
        ColorArg2[1] = Current;
        AlphaOp[1] = SelectArg2;
        AlphaArg1[1] = Texture;
        AlphaArg2[1] = Current;

//        Texturetransform[1] = <mattr>;
        Texcoordindex[1] = CAMERASPACEREFLECTIONVECTOR;
        Texturetransformflags[1] = count3;

       // Disable texture stage 1
        ColorOp[2] = Disable;
        AlphaOp[2] = Disable;
//	ColorOp[1] = SelectArg1;
//	AlphaOp[1] = disable;

	ZWriteEnable = false;

	AlphaBlendEnable = true;
	BlendOp = Add;
	DestBlend = INVSRCALPHA;
	SrcBlend = SRCALPHA;
    cullmode = none;
    }
}
