#define _ARMA_

ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {250,250,250,1};
specular[] = {1,1,1,1};
specularPower = 256;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1
{
	texture = "#(ai,64,64,1)fresnelGlass()";
	uvSource = "tex";
	class uvTransform
	{
		aside[] = {1,0,0};
		up[] = {0,1,0};
		dir[] = {0,0,0};
		pos[] = {0,0,0};
	};
};
class Stage2
{
	texture = "#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
	uvSource = "tex";
	class uvTransform
	{
		aside[] = {3,0,0};
		up[] = {0,3,0};
		dir[] = {0,0,0};
		pos[] = {0,0,0};
	};
};
class Stage3
{
	texture = "#(argb,8,8,3)color(0,0,0,0,MC)";
	uvSource = "tex";
	class uvTransform
	{
		aside[] = {1,0,0};
		up[] = {0,1,0};
		dir[] = {0,0,0};
		pos[] = {0,0,0};
	};
};
class Stage4
{
	texture = "#(argb,8,8,3)color(1,1,1,1,AS)";
	uvSource = "tex";
	class uvTransform
	{
		aside[] = {1,0,0};
		up[] = {0,1,0};
		dir[] = {0,0,0};
		pos[] = {0,0,0};
	};
};
class Stage5
{
	texture = "max_predator\glass\glass_smdi.paa";
	uvSource = "tex";
	class uvTransform
	{
		aside[] = {1,0,0};
		up[] = {0,1,0};
		dir[] = {0,0,0};
		pos[] = {0,0,0};
	};
};
class Stage6
{
	texture = "#(ai,64,64,1)fresnelGlass(2.1)";
	uvSource = "tex";
	class uvTransform
	{
		aside[] = {1,0,0};
		up[] = {0,1,0};
		dir[] = {0,0,0};
		pos[] = {0,0,0};
	};
};
class Stage7
{
	texture = "a3\data_f\env_land_co.paa";
	uvSource = "tex";
	class uvTransform
	{
		aside[] = {1,0,0};
		up[] = {0,1,0};
		dir[] = {0,0,0};
		pos[] = {0,0,0};
	};
};