
shader()
{
    cull("none")
    sortweight("blended_alphatest") // trzeba zostawic bo wykrzacza sie na gf2

    pass()
    {
		VertexShader( vshFlowers )
		PixelShader("Flowers.psh")
        stream()
        {
            position( "float3", "SS_POSITION" )
        }

        tmu()
        {
            texture()
            {
                image( txFlowersTexture )
                addressfunc("clamp", "clamp", "clamp")
            }
        }
        tmu()
        {
            texture()
            {
                image( txTerrainColor )
                addressfunc("clamp", "clamp", "clamp")
            }
        }

        AlphaFunc( "gequal", 128 )
    }
}

