
Shader()
{
    ShaderQuality(1)//gf3
    SurfaceID(SRFTYPE)
    Cull("cw")

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

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

        tmu()
        {
            Texture()
            {
                Image(txDetail)
            }
            ColorOp("mul", "texture_a", "current", "current")
        }
    }

}

Shader()
{
    ShaderQuality(1)
    SurfaceID(SRFTYPE)
    Cull("cw")
    Pass()
    {
		Lighting()
        Stream()
        {
            Position("float3", "SS_POSITION")
			Normal("float3", "SS_NORMAL")
            Texcoord(0, "float2", "SS_TEXCOORD0")
            Texcoord(1, "float2", "SS_TEXCOORD1")
        }

        tmu()
        {
            Texture()
            {
                Image(txColor)
            }
        }
        tmu()
        {
            Texture()
            {
                Image(txDetail)
            }
            ColorOp("mul", "texture_a", "current", "current")
            alphaop("arg2", "texture", "tfactor", "current")
        }
        AmbientColor(0.200, 0.200, 0.200, 1.000)
        DiffuseColor(1.000, 1.000, 1.000, 1.000)
        SpecularColor(0.000, 0.000, 0.000, 1.000)
        EmissiveColor(0.000, 0.000, 0.000, 1.000)
        SpecularPow(0.000)

        colorgen("tfactor", "user", 0, 0, 0, "user", 0, 0, 0)
    }
}


