// G�rny pasek

// templaty, ogolne, itp:

material gui/default
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            texture_unit
            {
                texture_alias gui_texture
                texture       gui/default.png
            }
        }
    }
}


material GUI/HolderPanel
{
	technique
	{
		pass
		{
			lighting off
            depth_check off
			scene_blend alpha_blend
			texture_unit
			{
				texture gui/holder_panel.png
			}
		}
	}
}
material GUI/Holder0
{
	technique
	{
		pass
		{
			lighting off
			depth_check off
			scene_blend alpha_blend
		}
	}
}
material GUI/Holder1
{
	technique
	{
		pass
		{
			lighting off
			depth_check off
			scene_blend alpha_blend
		}
	}
}
material GUI/Holder2
{
	technique
	{
		pass
		{
			lighting off
			depth_check off
			scene_blend alpha_blend
		}
	}
}
material GUI/Holder3
{
	technique
	{
		pass
		{
			lighting off
			depth_check off
			scene_blend alpha_blend
		}
	}
}
material GUI/Holder4
{
	technique
	{
		pass
		{
			lighting off
			depth_check off
			scene_blend alpha_blend
		}
	}
}
material GUI/HolderHighlight
{
	technique
	{
		pass
		{
			lighting off
			depth_check off
			scene_blend alpha_blend
			texture_unit
			{
				texture gui/holder_highlight.png
			}
		}
	}
}
material GUI/HolderClear
{
	technique
	{
		pass
		{
			lighting off
			depth_check off
			scene_blend alpha_blend
		}
	}
}

// Pas
material GUI/BeltPanel
{
	technique
	{
		pass
		{
			lighting off
			depth_check off
			scene_blend alpha_blend

			texture_unit
			{
				texture gui/belt_panel.png
			}
		}
	}
}

material GUI/Belt0
{
	technique
	{
		pass
		{
			lighting off
			depth_check off
			scene_blend alpha_blend
		}
	}
}

material GUI/Belt1
{
	technique
	{
		pass
		{
			lighting off
			depth_check off
			scene_blend alpha_blend
		}
	}
}

material GUI/Belt2
{
	technique
	{
		pass
		{
			lighting off
			depth_check off
			scene_blend alpha_blend
		}
	}
}

material GUI/Belt3
{
	technique
	{
		pass
		{
			lighting off
			depth_check off
			scene_blend alpha_blend
		}
	}
}

material GUI/Belt4
{
	technique
	{
		pass
		{
			lighting off
			depth_check off
			scene_blend alpha_blend
		}
	}
}

material GUI/Belt5
{
	technique
	{
		pass
		{
			lighting off
			depth_check off
			scene_blend alpha_blend
		}
	}
}

material GUI/BeltClear
{
	technique
	{
		pass
		{
			lighting off
			depth_check off
		}
	}
}

// �ycie, armor
material GUI/Heart
{
	technique
	{
		pass
		{
			lighting off
			depth_check off
			scene_blend alpha_blend
			texture_unit
			{
				texture gui/heart.png
			}
		}
	}
}
material GUI/Armor
{
	technique
	{
		pass
		{
			lighting off
			depth_check off
			scene_blend alpha_blend
			texture_unit
			{
				texture gui/armor_i.png
			}
		}
	}
}

// Aktualna bro�, amunicja itp
material GUI/AmmoInfo
{
	technique
	{
		pass
		{
			lighting off
			depth_check off
			scene_blend alpha_blend
			texture_unit
			{
				texture gui/ammoinfo_panel.png
			}
		}
	}
}
material GUI/CurrentWeapon
{
	technique
	{
		pass
		{
			lighting off
			depth_check off
			scene_blend alpha_blend
		}
	}
}

// Radio Message
material GUI/RadioMsgPanel
{
	technique
	{
		pass
		{
			lighting off
			depth_check off
			scene_blend alpha_blend      
			texture_unit
			{
				texture gui/radio_msg_panel.png
			}            
		}
	}
}
material GUI/RadioMsgPic
{
	technique
	{
		pass
		{
			lighting off
			depth_check off
			scene_blend alpha_blend   
			texture_unit
			{
				texture gui/holder_hide.png
			}           
		}
	}
}

// Przyciski ukrywaj�ce holdery na g�rze
material GUI/HolderHide
{
	technique
	{
		pass
		{
			lighting off
			depth_check off
			scene_blend alpha_blend
			texture_unit
			{
				texture gui/holder_hide.png
			}
		}
	}
}
material GUI/HolderHideHover
{
	technique
	{
		pass
		{
			lighting off
			depth_check off
			scene_blend alpha_blend
			texture_unit
			{
				texture gui/holder_hide_hover.png
			}
		}
	}
}
material GUI/HolderHidePress
{
	technique
	{
		pass
		{
			lighting off
			depth_check off
			scene_blend alpha_blend
			texture_unit
			{
				texture gui/holder_hide_press.png
			}
		}
	}
}
material GUI/HolderAutoHide
{
	technique
	{
		pass
		{
			lighting off
			depth_check off
			scene_blend alpha_blend
			texture_unit
			{
				texture gui/holder_autohide.png
			}
		}
	}
}
material GUI/HolderAutoHideHover
{
	technique
	{
		pass
		{
			lighting off
			depth_check off
			scene_blend alpha_blend
			texture_unit
			{
				texture gui/holder_autohide_hover.png
			}
		}
	}
}
material GUI/HolderAutoHideOn
{
	technique
	{
		pass
		{
			lighting off
			depth_check off
			scene_blend alpha_blend
			texture_unit
			{
				texture gui/holder_autohide_on.png
			}
		}
	}
}
material GUI/HolderAutoHideOnHover
{
	technique
	{
		pass
		{
			lighting off
			depth_check off
			scene_blend alpha_blend
			texture_unit
			{
				texture gui/holder_autohide_on_hover.png
			}
		}
	}
}
material GUI/HolderShow
{
	technique
	{
		pass
		{
			lighting off
			depth_check off
			scene_blend alpha_blend
			texture_unit
			{
				texture gui/holder_show.png
			}
		}
	}
}
material GUI/HolderShowHover
{
	technique
	{
		pass
		{
			lighting off
			depth_check off
			scene_blend alpha_blend
			texture_unit
			{
				texture gui/holder_show_hover.png
			}
		}
	}
}

// Przyciski hide, show i autohide pasa
material GUI/BeltHide
{
	technique
	{
		pass
		{
			lighting off
			depth_check off
			scene_blend alpha_blend
			texture_unit
			{
				texture gui/belt_hide.png
			}
		}
	}
}
material GUI/BeltHideHover
{
	technique
	{
		pass
		{
			lighting off
			depth_check off
			scene_blend alpha_blend
			texture_unit
			{
				texture gui/belt_hide_hover.png
			}
		}
	}
}
material GUI/BeltHidePress
{
	technique
	{
		pass
		{
			lighting off
			depth_check off
			scene_blend alpha_blend
			texture_unit
			{
				texture gui/belt_hide_press.png
			}
		}
	}
}
material GUI/BeltAutoHide
{
	technique
	{
		pass
		{
			lighting off
			depth_check off
			scene_blend alpha_blend
			texture_unit
			{
				texture gui/belt_autohide.png
			}
		}
	}
}
material GUI/BeltAutoHideHover
{
	technique
	{
		pass
		{
			lighting off
			depth_check off
			scene_blend alpha_blend
			texture_unit
			{
				texture gui/belt_autohide_hover.png
			}
		}
	}
}
material GUI/BeltAutoHideOn
{
	technique
	{
		pass
		{
			lighting off
			depth_check off
			scene_blend alpha_blend
			texture_unit
			{
				texture gui/belt_autohide_on.png
			}
		}
	}
}
material GUI/BeltAutoHideOnHover
{
	technique
	{
		pass
		{
			lighting off
			depth_check off
			scene_blend alpha_blend
			texture_unit
			{
				texture gui/belt_autohide_on_hover.png
			}
		}
	}
}
material GUI/BeltShow
{
	technique
	{
		pass
		{
			lighting off
			depth_check off
			scene_blend alpha_blend
			texture_unit
			{
				texture gui/belt_show.png
			}
		}
	}
}
material GUI/BeltShowHover
{
	technique
	{
		pass
		{
			lighting off
			depth_check off
			scene_blend alpha_blend
			texture_unit
			{
				texture gui/belt_show_hover.png
			}
		}
	}
}

material GUI/LoadingBar
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/loading.png
            }
        }
    }
}

material GUI/PauseBar
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/pause.png
            }
        }
    }
}

material GUI/NewGameBar
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/new_game.png
            }
        }
    }
}
material GUI/NewGameBarHover
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/new_game_hover.png
            }
        }
    }
}

material GUI/SaveGameBar
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/save_game.png
            }
        }
    }
}
material GUI/SaveGameBarHover
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/save_game_hover.png
            }
        }
    }
}

material GUI/LoadGameBar
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/load_game.png
            }
        }
    }
}
material GUI/LoadGameBarHover
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/load_game_hover.png
            }
        }
    }
}

material GUI/SaveBar
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/save.png
            }
        }
    }
}
material GUI/SaveBarHover
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/save_hover.png
            }
        }
    }
}

material GUI/LoadBar
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/load.png
            }
        }
    }
}
material GUI/LoadBarHover
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/load_hover.png
            }
        }
    }
}

material GUI/OptionsBar
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend            
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/options.png
            }
        }
    }
}
material GUI/OptionsBarHover
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/options_hover.png
            }
        }
    }
}

material GUI/CreditsBar
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/credits.png
            }
        }
    }
}
material GUI/CreditsBarHover 
{ 
technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/credits_hover.png
                tex_address_mode clamp
            }
        }
    }
}

material GUI/TutorialBar
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/tutorial.png
            }
        }
    }
}
material GUI/TutorialBarHover
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/tutorial_hover.png
            }
        }
    }
}

material GUI/EasyBar
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/easy.png
            }
        }
    }
}
material GUI/EasyBarHover
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/easy_hover.png
            }
        }
    }
}

material GUI/MediumBar
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/medium.png
            }
        }
    }
}
material GUI/MediumBarHover
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/medium_hover.png
            }
        }
    }
}

material GUI/HardBar
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/hard.png
            }
        }
    }
}
material GUI/HardBarHover
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/hard_hover.png
            }
        }
    }
}

material GUI/NightmareBar
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/nightmare.png
            }
        }
    }
}
material GUI/NightmareBarHover
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/nightmare_hover.png
            }
        }
    }
}

material GUI/BackBar
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/back.png
            }
        }
    }
}
material GUI/BackBarHover
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/back_hover.png
            }
        }
    }
}

material GUI/RestartBar
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/restart.png
            }
        }
    }
}
material GUI/RestartBarHover
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/restart_hover.png
            }
        }
    }
}

material GUI/MainMenuBar
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/main_menu.png
            }
        }
    }
}

material GUI/MainMenuBarHover
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/main_menu_hover.png
            }
        }
    }
}

material GUI/QuitGameBar
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/quit_game.png
            }
        }
    }
}

material GUI/QuitGameBarHover
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/quit_game_hover.png
            }
        }
    }
}

material GUI/ResumeBar
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/resume.png
            }
        }
    }
}
material GUI/ResumeBarHover
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/resume_hover.png
            }
        }
    }
}

material GUI/SoundsBar
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/sounds.png
            }
        }
    }
}
material GUI/SoundsBarHover
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/sounds_hover.png
            }
        }
    }
}

material GUI/WeaponsBar
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/weapons.png
            }
        }
    }
}
material GUI/WeaponsBarHover
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/weapons_hover.png
            }
        }
    }
}

material GUI/MusicVolumeUpBar
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/music_volume_up.png
            }
        }
    }
}
material GUI/MusicVolumeUpBarHover
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/music_volume_up_hover.png
            }
        }
    }
}

material GUI/MusicVolumeDownBar
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/music_volume_down.png
            }
        }
    }
}
material GUI/MusicVolumeDownBarHover
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/music_volume_down_hover.png
            }
        }
    }
}

material GUI/SoundVolumeUpBar
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/sound_volume_up.png
            }
        }
    }
}
material GUI/SoundVolumeUpBarHover
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/sound_volume_up_hover.png
            }
        }
    }
}

material GUI/SoundVolumeDownBar
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/sound_volume_down.png
            }
        }
    }
}
material GUI/SoundVolumeDownBarHover
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/sound_volume_down_hover.png
            }
        }
    }
}

material GUI/AutoSwitchOnBar
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/auto_switch_on.png
            }
        }
    }
}
material GUI/AutoSwitchOnBarHover
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/auto_switch_on_hover.png
            }
        }
    }
}

material GUI/AutoSwitchOffBar
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/auto_switch_off.png
            }
        }
    }
}
material GUI/AutoSwitchOffBarHover
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/auto_switch_off_hover.png
            }
        }
    }
}

material GUI/AutoReloadOnBar
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/auto_reload_on.png
            }
        }
    }
}
material GUI/AutoReloadOnBarHover
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/auto_reload_on_hover.png
            }
        }
    }
}

material GUI/AutoReloadOffBar
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/auto_reload_off.png
            }
        }
    }
}
material GUI/AutoReloadOffBarHover
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/auto_reload_off_hover.png
            }
        }
    }
}


material GUI/GraphicsBar
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/graphics.png
            }
        }
    }
}
material GUI/GraphicsBarHover
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/graphics_hover.png
            }
        }
    }
}

material GUI/InvertCameraOffBar
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/invert_camera_off.png
            }
        }
    }
}
material GUI/InvertCameraOffBarHover
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/invert_camera_off_hover.png
            }
        }
    }
}

material GUI/InvertCameraOnBar
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/invert_camera_on.png
            }
        }
    }
}
material GUI/InvertCameraOnBarHover
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/invert_camera_on_hover.png
            }
        }
    }
}

material GUI/ShadowsAddBar
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/shadows_add.png
            }
        }
    }
}
material GUI/ShadowsAddBarHover
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/shadows_add_hover.png
            }
        }
    }
}

material GUI/ShadowsModBar
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/shadows_mod.png
            }
        }
    }
}
material GUI/ShadowsModBarHover
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/shadows_mod_hover.png
            }
        }
    }
}

material GUI/ShadowsOffBar
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/shadows_off.png
            }
        }
    }
}
material GUI/ShadowsOffBarHover
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            alpha_rejection greater_equal 200
            texture_unit
            {
                texture gui/bars/shadows_off_hover.png
            }
        }
    }
}

material GUI/MainMenu/Background
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend            
            texture_unit
            {
                texture gui/backgrounds/main_menu.jpg
            }
        }
    }
}

material GUI/SplashScreen
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            texture_unit
            {
                texture gui/backgrounds/splash_screen.jpg
            }
        }
    }
}

material GUI/CreditsScreen
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            texture_unit
            {
                texture gui/backgrounds/credits_screen.jpg
            }
        }
    }
}

material GUI/TheEndScreen
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            texture_unit
            {
                texture gui/backgrounds/the_end_screen.jpg
            }
        }
    }
}

material GUI/MenuSkull
{
	technique
	{
		pass
		{
			lighting off
            depth_check off
			scene_blend alpha_blend
			texture_unit
			{
				anim_texture gui/menu_skull/skull.png 45 3.5
			}
		}
	}
}

material GUI/SaveLoadSlot
{
    technique
    {
        pass
        {
            lighting off
            depth_check off
            scene_blend alpha_blend
            texture_unit
            {
                texture gui/save_load_slot.png
            }
        }
    }
}


// przemyslec
material GUI/MiniScreen0
{
    technique
    {
        pass
        {
            texture_unit
            {
                texture ../../user/save_games/slot0.png
            }
        }
    }
}
material GUI/MiniScreen1
{
    technique
    {
        pass
        {
            texture_unit
            {
                texture ../../user/save_games/slot1.png
            }
        }
    }
}
material GUI/MiniScreen2
{
    technique
    {
        pass
        {
            texture_unit
            {
                texture ../../user/save_games/slot2.png
            }
        }
    }
}
material GUI/MiniScreen3
{
    technique
    {
        pass
        {
            texture_unit
            {
                texture ../../user/save_games/slot3.png
            }
        }
    }
}
material GUI/MiniScreen4
{
    technique
    {
        pass
        {
            texture_unit
            {
                texture ../../user/save_games/slot4.png
            }
        }
    }
}

material GUI/LoadingBackground0
{
    technique
    {
        pass
        {
            texture_unit
            {
                texture gui/backgrounds/loading0.jpg
            }
        }
    }
}
material GUI/LoadingBackground1
{
    technique
    {
        pass
        {
            texture_unit
            {
                texture gui/backgrounds/loading1.jpg
            }
        }
    }
}
material GUI/LoadingBackground2
{
    technique
    {
        pass
        {
            texture_unit
            {
                texture gui/backgrounds/loading2.jpg
            }
        }
    }
}
material GUI/Life
{
    technique
    {
        pass
        {
			lighting off
			scene_blend alpha_blend
			depth_check off  
            ambient 1 0 0 0.1           

            texture_unit
            {               
                texture gui/life.png
            }                        
        }
    }
}

material GUI/LifeBackground
{
    technique
    {
        pass
        {
			lighting off
			scene_blend alpha_blend
			depth_check off        
            texture_unit
            {
                texture gui/life_background.png
            }                        
        }
    }
}

material gui/bars/logo : gui/default
{
    set_texture_alias gui_texture gui/bars/logo.png
}
