// required for renderer startup material _default { { map _default } } // idCollisionMapLocal::SetupTrmModelStructure sets this on created triangle surfaces material _tracemodel { allcontent collision } material _white { { blend blend colored map "_white" } } material _scratch { { blend blend colored map "_scratch" } } material _black { { blend blend colored map "_black" } } material _whiteVertexColor { { blend blend vertexColor map "_white" } } material _glyphCache { sort gui { program trivialAlpha blend blend vertexColor map nearest nopicmip _glyphCache } } material _cinematic_YUV { { program trivialCinematicYUV cinematicY _cinematicY } } material _cinematicGui_YUV { sort gui { program trivialCinematicYUV cinematicY _cinematicY } } material _culledPortal { sort opaqueNearest { program fadedPortal //blend blend vertexColor //maskDepth writeDepth maskAlpha } } material _fadedPortal { forceAtmosphere sort opaqueNearest { program fadedPortal blend blend vertexColor //maskDepth writeDepth maskAlpha } translucent } material _writeDepth { sort opaqueNearest { maskcolor maskalpha writeDepth map _black } translucent } material shadow/multiplitive { { program trivialVtxColor blend filter maskdepth maskAlpha vertexColor //depthFunc always } } material shadow/fog { { program trivialVtxColor blend gl_dst_alpha, gl_one_minus_dst_alpha maskdepth // maskAlpha vertexColor // depthFunc always // ATI workaround } } material post/depth { { maskdepth // maskAlpha program postprocess/showDepth blend blend } }