forModel( 0 ); forWorld( 1 ); refBlend( "Opaque" ); #include "sort.template" #include "clamp.template" tessSize( 0 ); #include "textureAtlas.template" hasEditorMaterial( @hasEditorMaterial@ ); allocLightmap( false ); #include "statebits.template" techniqueSet( "sky" ); textureTable { #if "$colorMap$" == "" #error "colorMap may not be blank in sky materials" #endif "colorMap" = cubemap( "no tile", "@filterColor@", "$colorMap$", @nopicmipColor@ ) "@formatColor@" : "colorMap"; } refCubeImage( "$colorMap$" );