// $SRFTYPE
// $TEXTURE1    - RGBA
Shader()
{
    SurfaceID(SRFTYPE)
    Pass()
    {
		PixelShader("Tex_SISP.psh")
        Lighting()
        Stream()
        {
            Position("float3", "SS_POSITION")
            Normal("float3", "SS_NORMAL")
            Texcoord(0, "float2", "SS_TEXCOORD0")
        }

        tmu()
        {
            Texture()
            {
                Image(TEXTURE1)
            }
        }
        tmu()
        {
            TexGen("reflection")
            Texture()
            {
                CubeMap("ch_t_env_outside2.png", "ch_t_env_outside2.png", "ch_t_env_down.png", "ch_t_env_up.png", "ch_t_env_outside2.png", "ch_t_env_outside2.png")
            }
        }
        AmbientColor(0.0, 0.0, 0.0, 1.000)
        DiffuseColor(1.000, 1.000, 1.000, 1.000)
        SpecularColor(1.000, 1.000, 1.000, 0.000)
        EmissiveColor(0.000, 0.000, 0.000, 1.000)
        SpecularPow(50.000)

        BlendFuncFade("src_alpha", "inv_src_alpha")
        tfactor(1.0, 1.0, 1.0, 1.0)
        colorgen("tfactor", "user", 0,0,0, "user", 0,0,0)
    }
    Cull("cw")
}
