material stuff/foliage/field_grass_tallb { twoSided nonsolid { blend blend program stuff/grass grass_times time * 0.01, time, time, time diffuseMap clamp stuff/foliage/field_grass_02b_d.tga vertexcolor } translucent // this goes AFTER the stages or it will be disabled by the shader parsing! deform clusterTransform twoSided } material stuff/foliage/island_stuff { twoSided nonsolid { blend blend program stuff/grass grass_times time * 0.01, time, time, time diffuseMap clamp stuff/foliage/temperate/island_stuff.tga vertexcolor } translucent // this goes AFTER the stages or it will be disabled by the shader parsing! deform clusterTransform twoSided }