//material used for collision only //Shader 1: Diffuse Shaders 1 [SHADER] UseProcessVertices AUTO SimultaneousTextures 0 FVF XYZ | DIFFUSE Lighting FALSE Passes 1 [PASS] Stages 1 //no texture formats needed, gouraud shaded only SetRenderState ZENABLE TRUE SetRenderState ZWRITEENABLE TRUE SetRenderState FILLMODE SOLID SetRenderState CULLMODE CCW SetRenderState ALPHATESTENABLE false SetRenderState ALPHAFUNC NOTEQUAL SetRenderState ALPHABLENDENABLE false SetRenderState SRCBLEND SRCALPHA SetRenderState DESTBLEND INVSRCALPHA SetTexture 0 NONE //texture stage 0 uses texture zero SetTextureStageState 0 COLOROP SELECTARG2 SetTextureStageState 0 COLORARG1 TEXTURE SetTextureStageState 0 COLORARG2 DIFFUSE SetTextureStageState 0 ALPHAOP SELECTARG2 SetTextureStageState 0 ALPHAARG1 TEXTURE SetTextureStageState 0 ALPHAARG2 DIFFUSE [END] [END] [EXPORT] xvc=1 usg=0 vachannel=-1 uvsetcount=0 uvset1=0 uvset2=0 uvset3=0 uvset4=0 uvset5=0 uvset6=0 uvset7=0 uvset8=0 TexCount=0 DescriptionL1=Collision Material DescriptionL2=Concrete DescriptionL3= DescriptionL4= DescriptionL5= TexDesc1=unused TexDesc2=unused TexDesc3=unused TexDesc4=unused TexDesc5=unused TexDesc6=unused TexDesc7=unused TexDesc8=unused MatRevision=1.0 [END]