material SandLand
{
	technique
	{
		pass
		{
			vertex_program_ref Terrain2_VS
			{
				param_named vScales float3 100 100 1.1
			}
			fragment_program_ref Terrain2_PS
			{
			}
			texture_unit
			{
				texture Noise.png
				filtering trilinear
			}
			texture_unit
			{
				texture Sand.dds
				filtering trilinear
			}
		}
	}
	technique
	{
		pass
		{
			texture_unit
			{
				texture Sand.dds
			}
		}
	}
}
material LandingGrass
{
	technique
	{
		pass
		{
			vertex_program_ref Terrain_VS
			{
				param_named vScales float3 300 300 1.1
			}
			fragment_program_ref Terrain_PS
			{
			}
			texture_unit
			{
				texture GrassBlendingAlpha.png
				filtering trilinear
			}
			texture_unit
			{
				texture Noise.png
				filtering trilinear
			}
			texture_unit
			{
				texture Grass.dds
				filtering trilinear
			}
			texture_unit
			{
				texture Dirt.dds
				filtering trilinear
			}
		}
	}
	technique
	{
		pass
		{
			texture_unit
			{
				texture Grass.dds
					scale 1 1
			}
			texture_unit
			{
				texture GrassBlendingAlpha.png 2d unlimited alpha
					colour_op_ex blend_texture_alpha src_texture src_current
					scale 600 600
					scroll 0.5 0.5
			}
			texture_unit
			{
				texture Dirt.dds
					scale 1 1
					colour_op_ex blend_current_alpha src_texture src_current
					colour_op_multipass_fallback src_alpha one_minus_src_alpha
			}
		}
	}
}
material GrassLand
{
	technique
	{
		pass
		{
			vertex_program_ref Terrain2_VS
			{
				param_named vScales float3 300 300 1.1
			}
			fragment_program_ref Terrain2_PS
			{
			}
			texture_unit
			{
				texture Noise.png
				filtering trilinear
			}
			texture_unit
			{
				texture Grass.dds
				filtering trilinear
			}
		}
	}
	technique
	{
		pass
		{
			texture_unit
			{
				texture Grass.dds
				scale 1 1
			}
		}
	}
}
material Trees
{
	technique
	{
		pass
		{
			vertex_program_ref Terrain2_VS
			{
				param_named vScales float3 300 300 1.1
			}
			fragment_program_ref Terrain2_PS
			{
			}
			texture_unit
			{
				texture Noise.png
				filtering trilinear
			}
			texture_unit
			{
				texture Grass.dds
				filtering trilinear
			}
		}
	}
	technique
	{
		pass
		{
			texture_unit
			{
				texture Grass.dds
				scale 1 1
			}
		}
	}
}
material DirtLand
{
	technique
	{
		pass
		{
			vertex_program_ref Terrain2_VS
			{
				param_named vScales float3 300 300 1.1
			}
			fragment_program_ref Terrain2_PS
			{
			}
			texture_unit
			{
				texture Noise.png
				filtering trilinear
			}
			texture_unit
			{
				texture Dirt.dds
				filtering trilinear
			}
		}
	}
	technique
	{
		pass
		{
			texture_unit
			{
				texture Dirt.dds
			}
		}
	}
}
material SwampLand
{
	technique
	{
		pass
		{
			vertex_program_ref Terrain2_VS
			{
				param_named vScales float3 300 300 1.1
			}
			fragment_program_ref Terrain2_PS
			{
			}
			texture_unit
			{
				texture Noise.png
				filtering trilinear
			}
			texture_unit
			{
				texture Swamp.dds
				filtering trilinear
			}
		}
	}
	technique
	{
		pass
		{
			texture_unit
			{
				texture Swamp.dds
			}
		}
	}
}
material Water
{
	technique
	{
		pass
		{
			texture_unit
			{
				texture Water.png
				filtering trilinear
			}
		}
	}
}
material PavedLand
{
	technique
	{
		pass
		{
			vertex_program_ref Terrain2_VS
			{
				param_named vScales float3 300 300 1.1
			}
			fragment_program_ref Terrain2_PS
			{
			}
			texture_unit
			{
				texture Noise.png
				filtering trilinear
			}
			texture_unit
			{
				texture PavedLand.dds
				filtering trilinear
			}
		}
	}
	technique
	{
		pass
		{
			texture_unit
			{
				texture PavedLand.dds
			}
		}
	}
}
material SimpleColor
{
	technique
	{
		pass
		{
			depth_check on
				specular 0.000000 0.000000 0.000000 1.000000 12.500000
				emissive 0.000000 0.000000 0.000000 1.000000
		}
	}
}
material SNEMainBuilding
{
	technique
	{
		pass
		{
			texture_unit
			{
				texture SNEMainBuilding.png
			}
		}
	}
}
material CountryHouse
{
	technique
	{
		pass
		{
			vertex_program_ref Terrain2_VS
			{
				param_named vScales float3 300 300 1.1
			}
			fragment_program_ref Terrain2_PS
			{
			}
			texture_unit
			{
				texture Noise.png
				filtering trilinear
			}
			texture_unit
			{
				texture Grass.dds
				filtering trilinear
			}
		}
	}
	technique
	{
		pass
		{
			texture_unit
			{
				texture Grass.dds
			}
		}
	}
}
