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// glass material list
//
// TODO:
//   if and when multitexturing is available in the engine, the old glass_env
// will be blended on top of the sky cubemap to hide the lack of actual objects
// in the reflection on the surface. see textures/glass/plain for a proposed
// material.

textures/glass/blue
{
	qer_editorimage textures/glass/blue
	color 0.00 0.00 1.00
	environment
	bright
}

textures/glass/red
{
	qer_editorimage textures/glass/red
	color 1.00 0.00 0.00
	environment
	bright
}

textures/glass/green
{
	qer_editorimage textures/glass/green
	color 0.00 1.00 0.00
	environment
	bright
}

textures/glass/yellow
{
	qer_editorimage textures/glass/yellow
	color 1.00 1.00 0.00
	environment
	bright
}

textures/glass/orange
{
	qer_editorimage textures/glass/orange
	color 1.00 0.50 0.00
	environment
	bright
}

textures/glass/brown
{
	qer_editorimage textures/glass/brown
	color 0.50 0.25 0
	environment
	bright
}

textures/glass/purple
{
	qer_editorimage textures/glass/purple
	color 1.00 0.00 1.00
	environment
	bright
}

textures/glass/dark
{
	qer_editorimage textures/glass/dark
	color 0.5 0.5 0.5
	environment
	bright
}

textures/glass/plain
{
	qer_editorimage textures/glass/plain
	color 1.00 1.00 1.00
	environment
	bright

	// this is a proposed material, assuming a multitexture implementation
	// will be much like the quake 3 shader system.
	// qer_editorimage textures/glass/plain
	// bright
	// {
	//	map $skybox
	//	environment
	// }
	// {
	//	map textures/fx/glass_env
	//	blend GL_DST_COLOR, GL_ONE
	// }
}

textures/glass/entity
{
	qer_editorimage textures/glass/entity
	color 1.00 1.00 1.00
	entity
	environment
	bright
}

textures/glass/entity_dark
{
	qer_editorimage textures/glass/entity_dark
	color 0.5 0.5 0.5
	entity
	environment
	bright
}

textures/glass/entity_second
{
	qer_editorimage textures/glass/entity_second
	color 1.00 1.00 1.00
	entitySecond
	environment
	bright
}

textures/glass/entity_second_dark
{
	qer_editorimage textures/glass/entity_second_dark
	color 0.5 0.5 0.5
	entitySecond
	environment
	bright
}

textures/glass/entity_third
{
	qer_editorimage textures/glass/entity_third
	color 1.00 1.00 1.00
	entityThird
	environment
	bright
}

textures/glass/entity_third_dark
{
	qer_editorimage textures/glass/entity_third_dark
	color 0.5 0.5 0.5
	entityThird
	environment
	bright
}