material guis/nodraw { sort gui } material _white_depth { sort gui { if( parm11 == 0 ) program trivialMaskImageScreen mask clamp textures/common/cmmask.tga parameters parm4, parm5, parm6, parm7 blend blend vertexColor map clamp "_white" // depthFunc equal } { if( parm11 != 0 ) blend blend vertexColor map clamp "_white" } } // ==================================================== // material for Artillery Binoculars // ==================================================== material guis/assets/qet/binocs { sort gui { blend blend map clamp guis/assets/qet/binocs.tga vertexColor } }