material openmw_objects_base { diffuse 1.0 1.0 1.0 1.0 specular 0 0 0 0 ambient 1.0 1.0 1.0 emissive 0.0 0.0 0.0 vertmode 0 diffuseMap black.png normalMap emissiveMap use_emissive_map false emissiveMapUVSet 0 is_transparent false // real transparency, alpha rejection doesn't count here scene_blend default depth_write default alpha_rejection default transparent_sorting default pass { vertex_program openmw_objects_vertex fragment_program openmw_objects_fragment shader_properties { vertexcolor_mode $vertmode is_transparent $is_transparent normalMap $normalMap emissiveMapUVSet $emissiveMapUVSet emissiveMap $emissiveMap } diffuse $diffuse specular $specular ambient $ambient emissive $emissive scene_blend $scene_blend alpha_rejection $alpha_rejection depth_write $depth_write transparent_sorting $transparent_sorting texture_unit diffuseMap { direct_texture $diffuseMap create_in_ffp true tex_coord_set $emissiveMapUVSet } texture_unit normalMap { direct_texture $normalMap } texture_unit emissiveMap { create_in_ffp $use_emissive_map colour_op add direct_texture $emissiveMap tex_coord_set $emissiveMapUVSet } texture_unit shadowMap0 { content_type shadow tex_address_mode clamp filtering none } texture_unit shadowMap1 { content_type shadow tex_address_mode clamp filtering none } texture_unit shadowMap2 { content_type shadow tex_address_mode clamp filtering none } } }