shader_sky_01
{
  sky=1
  cull=back
  cull=none
  layer0
  {
    depthwrite=0
    depthfunc=always
    map=sky.jpg
    mipmap=0
  }
}

shader_sol0
{
  cull=back
  layer0
  {
    map=sol0.tga
    mipmap=1
  }
}
shader_sol1
{
  cull=back
  layer0
  {
    map=sol1.tga
    mipmap=1
  }
}
shader_sol2
{
  cull=back
  layer0
  {
    map=sol2.tga
    mipmap=1
  }
}
shader_sol3
{
  cull=back
  layer0
  {
    map=sol3.tga
    mipmap=1
  }
}
shader_sol4
{
  cull=back
  layer0
  {
    map=sol4.tga
    mipmap=1
  }
}
shader_sol5
{
  cull=back
  layer0
  {
    map=sol5.tga
    mipmap=1
  }
}
shader_sol6
{
  cull=back
  layer0
  {
    map=sol6.tga
    mipmap=1
  }
}
shader_sol7
{
  cull=back
  layer0
  {
    map=sol7.tga
    mipmap=1
  }
}
shader_sol8
{
  cull=back
  layer0
  {
    map=sol8.tga
    mipmap=1
  }
}
shader_sol9
{
  cull=back
  layer0
  {
    map=sol9.tga
    mipmap=1
  }
}
shader_rou0
{
  cull=back
  layer0
  {
    map=rou0.tga
    mipmap=1
  }
}
shader_rou1
{
  cull=back
  layer0
  {
    map=rou1.tga
    mipmap=1
  }
}
shader_rou2
{
  cull=back
  layer0
  {
    map=rou2.tga
    mipmap=1
  }
}
shader_rou3
{
  cull=back
  layer0
  {
    map=rou3.tga
    mipmap=1
  }
}
shader_rou4
{
  cull=back
  layer0
  {
    map=rou4.tga
    mipmap=1
  }
}
shader_rou5
{
  cull=back
  layer0
  {
    map=rou5.tga
    mipmap=1
  }
}
shader_rou6
{
  cull=back
  layer0
  {
    map=rou6.tga
    mipmap=1
  }
}
shader_rou7
{
  cull=back
  layer0
  {
    map=rou7.tga
    mipmap=1
  }
}
shader_rou8
{
  cull=back
  layer0
  {
    map=rou8.tga
    mipmap=1
  }
}
shader_rou9
{
  cull=back
  layer0
  {
    map=rou9.tga
    mipmap=1
  }
}
shader_arb0
{
layer0
{
texenv=replace
map=arb0.tga
mipmap=0
blendfunc=blend
alphafunc=gequal 180
depthwrite=1
wrap_t=clamp_to_edge
  }
}
shader_div0
{
  cull=back
  layer0
  {
    map=div0.tga
    mipmap=1
  }
}
shader_fal0
{
  cull=back
  layer0
  {
    map=fal0.tga
    mipmap=1
  }
}
shader_fal1
{
  cull=back
  layer0
  {
    map=fal1.tga
    mipmap=1
  }
}
shader_fal2
{
  cull=back
  layer0
  {
    map=fal2.tga
    mipmap=1
  }
}
shader_fal3
{
  cull=back
  layer0
  {
    map=fal3.tga
    mipmap=1
  }
}
shader_pie0
{
  cull=back
  layer0
  {
    map=pie0.tga
    mipmap=1
  }
}
shader_pie1
{
  cull=back
  layer0
  {
    map=pie1.tga
    mipmap=1
  }
}
shader_tro0
{
  cull=back
  layer0
  {
    map=tro0.tga
    mipmap=1
  }
}
shader_gra0
{
layer0
{
texenv=replace
map=gra0.tga
mipmap=0
blendfunc=blend
alphafunc=gequal 180
depthwrite=1
wrap_t=clamp_to_edge
  }
}
shader_gra1
{
layer0
{
texenv=replace
map=gra1.tga
mipmap=0
blendfunc=blend
alphafunc=gequal 180
depthwrite=1
wrap_t=clamp_to_edge
  }
}
shader_gra2
{
layer0
{
texenv=replace
map=gra2.tga
mipmap=0
blendfunc=blend
alphafunc=gequal 180
depthwrite=1
wrap_t=clamp_to_edge
  }
}
shader_gra3
{
layer0
{
texenv=replace
map=gra3.tga
mipmap=0
blendfunc=blend
alphafunc=gequal 180
depthwrite=1
wrap_t=clamp_to_edge
  }
}
shader_gra4
{
layer0
{
texenv=replace
map=gra4.tga
mipmap=0
blendfunc=blend
alphafunc=gequal 180
depthwrite=1
wrap_t=clamp_to_edge
  }
}
shader_herbe1
{
layer0
{
texenv=replace
map=herbe1.tga
mipmap=0
blendfunc=blend
alphafunc=gequal 180
depthwrite=1
wrap_t=clamp_to_edge
  }
}
shader_roa1
{
  cull=back
  layer0
  {
    map=roa1.tga
    mipmap=1
  }
}
shader_roa0
{
  cull=back
  layer0
  {
    map=roa0.tga
    mipmap=1
  }
}
shader_arb2
{
layer0
{
texenv=replace
map=arb2.tga
mipmap=0
blendfunc=blend
alphafunc=gequal 180
depthwrite=1
wrap_t=clamp_to_edge
  }
}
shader_arb3
{
layer0
{
texenv=replace
map=arb3.tga
mipmap=0
blendfunc=blend
alphafunc=gequal 180
depthwrite=1
wrap_t=clamp_to_edge
  }
}
shader_ombre
{
  cull=back
  layer0
  {
    depthwrite=0
    map=ombre.tga
    blendfunc=blend
    mipmap=1
  }
}
shader_eau
{
  cull=back
  layer0
  {
    depthwrite=0
    map=eau.tga
    blendfunc=blend
    mipmap=1
  }
}