//
technique Intel_Default
{
	pass P1
	{
/*		ZEnable = FALSE;
		ZWriteEnable = FALSE;
		ZFunc = ALWAYS;
		
		AlphaTestEnable = TRUE;
		AlphaRef = 0;
		AlphaFunc = GREATER;
		
		DitherEnable = FALSE;
		FogEnable = FALSE;
		StencilEnable = FALSE;
		BlendOp = ADD;*/
		
	
		AlphaBlendEnable = TRUE;
		SrcBlend         = SRCALPHA;
        DestBlend        = INVSRCALPHA;
	
	    LightEnable[0] = FALSE;
        Lighting       = FALSE;
        SpecularEnable = FALSE;
        
		// textures
		//Diffuse Map
		MipFilter[0] = POINT;
		MinFilter[0] = LINEAR;
		MagFilter[0] = LINEAR;
		AddressU[0] = WRAP;
		AddressV[0] = WRAP;
		//Normal map
		MipFilter[1] = POINT;
		MinFilter[1] = LINEAR;
		MagFilter[1] = LINEAR;
		AddressU[1] = CLAMP;
		AddressV[1] = CLAMP;
		//Light Attenuation map for first light
		MipFilter[2] = POINT;
		MinFilter[2] = LINEAR;
		MagFilter[2] = LINEAR;
		AddressU[2] = CLAMP;
		AddressV[2] = CLAMP;
		//Light Attenuation map for second light
		MipFilter[3] = POINT;
		MinFilter[3] = LINEAR;
		MagFilter[3] = LINEAR;
		AddressU[3] = CLAMP;
		AddressV[3] = CLAMP;
		//Toon map for first light
		MipFilter[4] = POINT;
		MinFilter[4] = LINEAR;
		MagFilter[4] = LINEAR;
		AddressU[4] = CLAMP;
		AddressV[4] = CLAMP;
		//Toon map for second light
		MipFilter[5] = POINT;
		MinFilter[5] = POINT;
		MagFilter[5] = POINT;
		AddressU[5] = CLAMP;
		AddressV[5] = CLAMP;
		
		// texture stages
        ColorOp[0]   = MODULATE;
        ColorArg1[0] = TEXTURE;
        ColorArg2[0] = DIFFUSE;
        AlphaOp[0]   = MODULATE;
        AlphaArg1[0] = TEXTURE;
        AlphaArg2[0] = DIFFUSE;
        ColorOp[1]   = DISABLE;
        AlphaOp[1]   = DISABLE;
        
        //Shaders
        PixelShader = NULL;
        VertexShader = XYZ | Diffuse | Tex2;
		
	}
}

technique Xaber_Default
{
	pass P1
	{
/*		ZEnable = FALSE;
		ZWriteEnable = FALSE;
		ZFunc = ALWAYS;
		
		AlphaTestEnable = TRUE;
		AlphaRef = 0;
		AlphaFunc = GREATER;
		
		DitherEnable = FALSE;
		FogEnable = FALSE;
		StencilEnable = FALSE;
		BlendOp = ADD;*/
		
	
		AlphaBlendEnable = TRUE;
		SrcBlend         = SRCALPHA;
        DestBlend        = INVSRCALPHA;
	
	    LightEnable[0] = FALSE;
        Lighting       = FALSE;
        SpecularEnable = FALSE;
        
		// textures
		//Diffuse Map
		MipFilter[0] = POINT;
		MinFilter[0] = LINEAR;
		MagFilter[0] = LINEAR;
		AddressU[0] = WRAP;
		AddressV[0] = WRAP;
		//Normal map
		MipFilter[1] = POINT;
		MinFilter[1] = LINEAR;
		MagFilter[1] = LINEAR;
		AddressU[1] = CLAMP;
		AddressV[1] = CLAMP;
		//Light Attenuation map for first light
		MipFilter[2] = POINT;
		MinFilter[2] = LINEAR;
		MagFilter[2] = LINEAR;
		AddressU[2] = CLAMP;
		AddressV[2] = CLAMP;
		//Light Attenuation map for second light
		MipFilter[3] = POINT;
		MinFilter[3] = LINEAR;
		MagFilter[3] = LINEAR;
		AddressU[3] = CLAMP;
		AddressV[3] = CLAMP;
		//Toon map for first light
		MipFilter[4] = POINT;
		MinFilter[4] = LINEAR;
		MagFilter[4] = LINEAR;
		AddressU[4] = CLAMP;
		AddressV[4] = CLAMP;
		//Toon map for second light
		MipFilter[5] = POINT;
		MinFilter[5] = POINT;
		MagFilter[5] = POINT;
		AddressU[5] = CLAMP;
		AddressV[5] = CLAMP;
		
		// texture stages
        ColorOp[0]   = MODULATE;
        ColorArg1[0] = TEXTURE;
        ColorArg2[0] = DIFFUSE;
        AlphaOp[0]   = MODULATE;
        AlphaArg1[0] = TEXTURE;
        AlphaArg2[0] = DIFFUSE;
        ColorOp[1]   = DISABLE;
        AlphaOp[1]   = DISABLE;
        
        //Shaders
        PixelShader = NULL;
        VertexShader = XYZ | Diffuse | Tex2;
		
	}
}

technique DEFAULT2
{
	pass P1
	{
		AlphaBlendEnable = TRUE;
		SrcBlend         = SRCALPHA;
        DestBlend        = INVSRCALPHA;
        
		LightEnable[0] = FALSE;
        Lighting       = FALSE;
        SpecularEnable = FALSE;
        
		// textures
		//Diffuse Map
		MipFilter[0] = POINT;
		MinFilter[0] = POINT;
		MagFilter[0] = POINT;
		AddressU[0] = CLAMP;
		AddressV[0] = CLAMP;
		//Normal map
		MipFilter[1] = POINT;
		MinFilter[1] = POINT;
		MagFilter[1] = POINT;
		AddressU[1] = CLAMP;
		AddressV[1] = CLAMP;
		//Light Attenuation map for first light
		MipFilter[2] = POINT;
		MinFilter[2] = POINT;
		MagFilter[2] = POINT;
		AddressU[2] = CLAMP;
		AddressV[2] = CLAMP;
		//Light Attenuation map for second light
		MipFilter[3] = POINT;
		MinFilter[3] = POINT;
		MagFilter[3] = POINT;
		AddressU[3] = CLAMP;
		AddressV[3] = CLAMP;
		//Toon map for first light
		MipFilter[4] = POINT;
		MinFilter[4] = POINT;
		MagFilter[4] = POINT;
		AddressU[4] = CLAMP;
		AddressV[4] = CLAMP;
		//Toon map for second light
		MipFilter[5] = POINT;
		MinFilter[5] = POINT;
		MagFilter[5] = POINT;
		AddressU[5] = CLAMP;
		AddressV[5] = CLAMP;
		
		// texture stages
        ColorOp[0]   = MODULATE;
        ColorArg1[0] = TEXTURE;
        ColorArg2[0] = DIFFUSE;
        AlphaOp[0]   = MODULATE;
        AlphaArg1[0] = TEXTURE;
        AlphaArg2[0] = DIFFUSE;
        ColorOp[1]   = DISABLE;
        AlphaOp[1]   = DISABLE;
        
        //Shaders
        PixelShader = NULL;
        VertexShader = XYZ | Diffuse | Tex2;
		
	}
}