
Shader()
{
    ShaderQuality(4)
    SurfaceID(SRFTYPE)
    Cull("cw")

    pass()
    {
        VertexShader("TreeInstBump.vsh")
        PixelShader("TreeInstBump.psh")


        tmu()
        {
			!include("__TexModTrees.mtt")
            Texture()
            {
                Image(txColor)
            }
        }

        tmu()
        {
            Texture()
            {
                Image(txDetail)
                Quality("high")
            }
        }
    }

}

Shader()
{
    SurfaceID(SRFTYPE)
    Cull("cw")

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

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

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

}
