!include("../../common/surface.def")

Shader()
{
    ShaderQuality(1)//gf3
    SurfaceFlag(SRF_FLAG_NO_BLOCK_RAY)
    Cull("none")

    pass()
    {
            VertexShader("BushLeavesInst.vsh")

            tmu()
            {
				!include("__TexModBushes.mtt")
                Texture()
                {
                    Image(txLeaves)
                }
                ColorOp("mul", "texture", "diffuse", "current")
            }

			AlphaFunc("gequal", 128)
    }

}

Shader()
{
    Shaderquality(1)
    SurfaceFlag(SRF_FLAG_NO_BLOCK_RAY)
    Cull("none")

	Pass()
	{
		tmu()
		{
			Texture()
			{
				Image(txLeaves)
			}
		}
		AlphaFunc("gequal", 128)
	}
}


