texture tex0 < string name = "C:\\diplomacy\\Executable\\gfx\\map\\default\\water.tga"; >;

string BIMG  = "misc\\lake.bmp";  // Background image



float4 lightDir4
<
    string UIDirectional = "Light Direction4";
> = {1, -1, 1, 1.0};


float4 HighLightDir
<
    string UIDirectional = "HighLight Direction";
> = {0, -1.0, 0, 2.0};


float4 Ambient= {1, 0, 0, 0.5};

string XFile = "C:\\diplomacy\\Executable\\gfx\\map\\default\\water.x";   // Model to load


technique tec0
{

    pass p0
    {
 
        // Set up reasonable material defaults
        MaterialAmbient = {0, 0, 0, 0}; 
        MaterialDiffuse = {0.5, 0.5, 0.5,0.5}; 
        MaterialSpecular = {0.5, 0.5, 0.5, 0.5}; 
        MaterialPower = 0.5f;
        
        // Set up one directional light
        LightType[0]      = DIRECTIONAL;
        LightDiffuse[0]   = {0.4, 0.4, 0.4, 0.4};
        LightSpecular[0]  = {0.4, 0.4,0.4, 0.4}; 
        LightAmbient[0]   = {0.4, 0.4, 0.4, 0.4};
        LightDirection[0] = <lightDir4>; // Use the vector parameter defined above
        LightRange[0]     = 100000.0;
        
        // Turn lighting on and use light 0
        LightEnable[0] = true;
        Lighting = True;
        SpecularEnable = True;
        ALPHABLENDENABLE = True;


        // enable alpha blending
        AlphaBlendEnable = TRUE;
        SrcBlend         = ONE;
        DestBlend        = ONE;

        // Set up texture stage 0
        Texture[0] = <tex0>; // Use the texture parameter defined above

        TexCoordIndex[0] = 0;
        AlphaOp[0] = Selectarg1;
        AlphaArg1[0] = Texture;

        //ColorOp[0] = SelectArg1;
	ColorOp[0] = Modulate;
        ColorArg1[0] = Texture;
        ColorArg2[0] = current;
  
     // Disable texture stage 1
        ColorOp[1] = Disable;
        AlphaOp[1] = Disable;
    }
}
