<?xml version="1.0" encoding="windows-1250"?>

<GraphicClasses>
	<GraphicClass Name="Default">
		<ObjectType Name="Default" GeomType="V3" ClassId="#(0x4a53bb24, 0x2f9328f8)">
			<Case Name="Abovewater">
				<VertexShaderFilename>Dummy.vs</VertexShaderFilename>
				<FragmentShaderFilename>Dummy.fs</FragmentShaderFilename>
				<GLStates></GLStates>			
			</Case>
			<Case Name="Refraction">
				<VertexShaderFilename>Dummy_Refraction.vs</VertexShaderFilename>
				<FragmentShaderFilename>Dummy_Refraction.fs</FragmentShaderFilename>
				<EngineUniform>WaterMax</EngineUniform>
				<EngineUniform>WaterDeepColor</EngineUniform>
				<EngineUniform>WaterDeepVisibility</EngineUniform>
				<ObjectUniform>ObjectMatrix</ObjectUniform>				
				<GLStates></GLStates>			
			</Case>
			<Case Name="Reflection">
				<VertexShaderFilename>Dummy_Reflection.vs</VertexShaderFilename>
				<FragmentShaderFilename>Dummy_Reflection.fs</FragmentShaderFilename>
				<EngineUniform>WaterMin</EngineUniform>				
				<ObjectUniform>ObjectMatrix</ObjectUniform>				
				<GLStates></GLStates>			
			</Case>
			<Case Name="DepthMap">
				<VertexShaderFilename>shadows\DepthMap.vs</VertexShaderFilename>
				<FragmentShaderFilename>shadows\DepthMap.fs</FragmentShaderFilename>
				<Uniformf Name="GroupID" EditorRangeMin="0" EditorRangeMax="3" EditorValueScale="1" X="0"/>
				<EngineUniform>WaterMin</EngineUniform>
				<ObjectUniform>ObjectMatrix</ObjectUniform>
				<GLStates></GLStates>
			</Case>
			<Case Name="Shadows">
				<VertexShaderFilename>shadows\Shadows.vs</VertexShaderFilename>
				<FragmentShaderFilename>shadows\Shadows.fs</FragmentShaderFilename>
				<Uniformf Name="ReceiveFrom" EditorRangeMin="0" EditorRangeMax="1" EditorValueScale="1" X="1" Y="1" Z="1" W="1"/>
				<EngineUniform>ShadowNearFar</EngineUniform>
				<EngineUniform>ShadowFallOffNearFar</EngineUniform>
				<ObjectUniform>ObjectLightViewProjMatrix</ObjectUniform>
				<ObjectUniform>ObjID</ObjectUniform>
				<EngineMap Name="EnvDepthTexture" Channel="0"/>
				<GLStates></GLStates>
			</Case>
			<Case Name="WaterShadow">
				<VertexShaderFilename>shadows\WaterShadow.vs</VertexShaderFilename>
				<FragmentShaderFilename>shadows\WaterShadow.fs</FragmentShaderFilename>
				<ObjectUniform>ObjectWaterShadowMatrix</ObjectUniform>
				<ObjectUniform>ObjectMatrix</ObjectUniform>
				<ObjectUniform>ObjectWaterHeight</ObjectUniform>
				<GLStates></GLStates>
			</Case>
		</ObjectType>
	</GraphicClass>	
	<GraphicClass Name="Boat">
		<ObjectType Name="Hull" GeomType="TangentSpaceMatrixT2V3" ClassId="#(0x4c575239, 0x69529025)">
			<Case Name="Abovewater">
				<VertexShaderFilename>boat\BoatHull_Abovewater.vs</VertexShaderFilename>
				<FragmentShaderFilename>boat\BoatHull_Abovewater.fs</FragmentShaderFilename>
				<Uniformf Name="Shine" X="16.0"/>
				<ObjectUniform>ObjectMatrix</ObjectUniform>
				<ObjectUniform>LocalLighting</ObjectUniform>
				<ObjectUniform>LocalCameraPos</ObjectUniform>
				<ObjectUniform>ObjID</ObjectUniform>
				<EngineUniform>WorldCameraPos</EngineUniform>
				<EngineMap Name="EnvCubeMap" Channel="2"/>
				<EngineMap Name="EnvScreenShadows" Channel="3"/>
				<Map Name="DiffuseMap" MapType="2D" Channel="0" EditorMapName="DiffuseMap" UsedByAlternative="true"/>
				<Map Name="NormalsAndSpecularMap" MapType="2D" Channel="1" EditorMapName="BumpMap"/>
				<GLStates></GLStates>
			</Case>		
			<Case Name="Refraction">
				<VertexShaderFilename>boat\BoatHull_Refraction.vs</VertexShaderFilename>
				<FragmentShaderFilename>boat\BoatHull_Refraction.fs</FragmentShaderFilename>
				<EngineUniform>WaterMin</EngineUniform>
				<EngineUniform>WaterDeepColor</EngineUniform>
				<EngineUniform>WaterDeepVisibility</EngineUniform>
				<EngineUniform>WaterWaveHeight</EngineUniform>
				<ObjectUniform>LocalLighting</ObjectUniform>
				<ObjectUniform>ObjectMatrix</ObjectUniform>
    			<Map Name="DiffuseMap" MapType="2D" Channel="0" EditorMapName="DiffuseMap" UsedByAlternative="true"/>
    			<EngineMap Name="EnvWaterHeightMap" Channel="1"/>
				<GLStates></GLStates>
			</Case>
			<Case Name="Reflection">
				<VertexShaderFilename>boat\BoatHull_Reflection.vs</VertexShaderFilename>
				<FragmentShaderFilename>boat\BoatHull_Reflection.fs</FragmentShaderFilename>
				<Uniformf Name="Offset" X="1.2"/>
				<EngineUniform>WaterMin</EngineUniform>
				<EngineUniform>WaterWaveHeight</EngineUniform>
				<ObjectUniform>ObjectMatrix</ObjectUniform>
				<ObjectUniform>ViewProjectionMatrix</ObjectUniform>
				<ObjectUniform>LocalLighting</ObjectUniform>
    			<Map Name="DiffuseMap" MapType="2D" Channel="0" EditorMapName="DiffuseMap" UsedByAlternative="true"/>
				<EngineMap Name="EnvWaterHeightMap" Channel="1"/>
				<GLStates></GLStates>
			</Case>
			<Case Name="DepthMap">
				<VertexShaderFilename>shadows\DepthMap.vs</VertexShaderFilename>
				<FragmentShaderFilename>shadows\DepthMap.fs</FragmentShaderFilename>
				<Uniformf Name="GroupID" EditorRangeMin="0" EditorRangeMax="3" EditorValueScale="1" X="0"/>
				<EngineUniform>WaterMin</EngineUniform>
				<ObjectUniform>ObjectMatrix</ObjectUniform>
				<GLStates></GLStates>
			</Case>
			<Case Name="Shadows">
				<VertexShaderFilename>shadows\Shadows.vs</VertexShaderFilename>
				<FragmentShaderFilename>shadows\Shadows.fs</FragmentShaderFilename>
				<Uniformf Name="ReceiveFrom" EditorRangeMin="0" EditorRangeMax="1" EditorValueScale="1" X="1" Y="1" Z="1" W="1"/>
				<EngineUniform>ShadowNearFar</EngineUniform>
				<EngineUniform>ShadowFallOffNearFar</EngineUniform>
				<ObjectUniform>ObjectLightViewProjMatrix</ObjectUniform>
				<ObjectUniform>ObjID</ObjectUniform>
				<EngineMap Name="EnvDepthTexture" Channel="0"/>
       			<GLStates></GLStates>
			</Case>
			<Case Name="WaterShadow">
				<VertexShaderFilename>shadows\WaterShadow.vs</VertexShaderFilename>
				<FragmentShaderFilename>shadows\WaterShadow.fs</FragmentShaderFilename>
				<ObjectUniform>ObjectWaterShadowMatrix</ObjectUniform>
				<ObjectUniform>ObjectMatrix</ObjectUniform>
				<ObjectUniform>ObjectWaterHeight</ObjectUniform>
				<GLStates></GLStates>
			</Case>
			<Alt>
				<Case>Abovewater</Case>
			    <Case>Reflection</Case>
			    <Case>Refraction</Case>
				<AsmVertexShaderFilename>boat\BoatAlt.avs</AsmVertexShaderFilename>
				<AsmFragmentShaderFilename>boat\BoatAlt.afs</AsmFragmentShaderFilename>
				<Parameter Name="Shine" IndexVS="13" X="16.0"/>
				<Parameter Name="ClipPlane" IndexVS="14"/>
				<VertexAttrib Name="TSM0" Index="1"/>
				<VertexAttrib Name="TSM1" Index="2"/>
				<VertexAttrib Name="TSM2" Index="3"/>
			</Alt>
		</ObjectType>

		<ObjectType Name="Glass" GeomType="TangentSpaceMatrixT2V3" ClassId="#(0x3d68a18a, 0x46a634e6)">
			<Case Name="Abovewater">
				<VertexShaderFilename>boat\BoatGlass_Abovewater.vs</VertexShaderFilename>
				<FragmentShaderFilename>boat\BoatGlass_Abovewater.fs</FragmentShaderFilename>
				<ObjectUniform>LocalLighting</ObjectUniform>
				<ObjectUniform>LocalCameraPos</ObjectUniform>
				<Map Name="NormalsAndSpecularMap" MapType="2D" Channel="0" EditorMapName="BumpMap"/>
				<GLStates>
					<Blending>transparency</Blending>
				</GLStates>
			</Case>
			<Case Name="Refraction">
				<VertexShaderFilename>boat\BoatGlass_Refraction.vs</VertexShaderFilename>
				<FragmentShaderFilename>boat\BoatGlass_Refraction.fs</FragmentShaderFilename>
				<EngineUniform>WaterMax</EngineUniform>
				<EngineUniform>WaterDeepColor</EngineUniform>
				<ObjectUniform>ObjectMatrix</ObjectUniform>
				<GLStates>
					<Blending>transparency</Blending>
				</GLStates>
			</Case>
			<Case Name="Reflection">
				<VertexShaderFilename>boat\BoatGlass_Reflection.vs</VertexShaderFilename>
				<FragmentShaderFilename>boat\BoatGlass_Reflection.fs</FragmentShaderFilename>
				<Uniformf Name="Offset" X="0.5"/>
				<EngineUniform>WaterMin</EngineUniform>
				<EngineUniform>WaterWaveHeight</EngineUniform>
				<ObjectUniform>ObjectMatrix</ObjectUniform>
				<ObjectUniform>ViewProjectionMatrix</ObjectUniform>
				<EngineMap Name="EnvWaterHeightMap" Channel="0"/>
				<GLStates>
					<Blending>transparency</Blending>
				</GLStates>
			</Case>			
		</ObjectType>
	</GraphicClass>
	<GraphicClass Name="Solid">
		<ObjectType Name="NS"  GeomType="TangentSpaceMatrixT2V3" ClassId="#(0x4c2042e7, 0x73afe50b)">
			<Case Name="Abovewater">
				<VertexShaderFilename>solid\SolidNS_Abovewater.vs</VertexShaderFilename>
				<FragmentShaderFilename>solid\SolidNS_Abovewater.fs</FragmentShaderFilename>
				<ObjectUniform>LocalLighting</ObjectUniform>
				<ObjectUniform>LocalCameraPos</ObjectUniform>
				<ObjectUniform>ObjID</ObjectUniform>
				<Uniformf Name="Shine" X="128.0"/>				
				<Map Name="DiffuseMap" MapType="2D" Channel="0" EditorMapName="DiffuseMap" UsedByAlternative="true"/>
				<Map Name="NormalsAndSpecularMap" MapType="2D" Channel="1" EditorMapName="BumpMap"/>
				<EngineMap Name="EnvScreenShadows" Channel="2"/>
				<GLStates></GLStates>
			</Case>		
			<Case Name="Refraction">
				<VertexShaderFilename>solid\SolidNS_Refraction.vs</VertexShaderFilename>
				<FragmentShaderFilename>solid\SolidNS_Refraction.fs</FragmentShaderFilename>       			 							
				<EngineUniform>WaterMax</EngineUniform>
				<EngineUniform>WaterDeepColor</EngineUniform>
				<EngineUniform>WaterDeepVisibility</EngineUniform>
				<ObjectUniform>LocalLighting</ObjectUniform>
				<ObjectUniform>ObjectMatrix</ObjectUniform>				
    			<Map Name="DiffuseMap" MapType="2D" Channel="0" EditorMapName="DiffuseMap" UsedByAlternative="true"/>
				<GLStates></GLStates>
			</Case>
			<Case Name="Reflection">
				<VertexShaderFilename>solid\SolidNS_Reflection.vs</VertexShaderFilename>
				<FragmentShaderFilename>solid\SolidNS_Reflection.fs</FragmentShaderFilename>
				<Uniformf Name="Offset" X="0.5"/>
				<EngineUniform>WaterMin</EngineUniform>
				<EngineUniform>WaterWaveHeight</EngineUniform>
				<ObjectUniform>LocalLighting</ObjectUniform>
				<ObjectUniform>ObjectMatrix</ObjectUniform>
				<ObjectUniform>ViewProjectionMatrix</ObjectUniform>
    			<Map Name="DiffuseMap" MapType="2D" Channel="0" EditorMapName="DiffuseMap" UsedByAlternative="true"/>
				<EngineMap Name="EnvWaterHeightMap" Channel="1"/>
				<GLStates></GLStates>
			</Case>
			<Case Name="DepthMap">
				<VertexShaderFilename>shadows\DepthMap.vs</VertexShaderFilename>
				<FragmentShaderFilename>shadows\DepthMap.fs</FragmentShaderFilename>
				<Uniformf Name="GroupID" EditorRangeMin="0" EditorRangeMax="3" EditorValueScale="1" X="0"/>
				<EngineUniform>WaterMin</EngineUniform>
				<ObjectUniform>ObjectMatrix</ObjectUniform>
				<GLStates></GLStates>
			</Case>
			<Case Name="Shadows">
				<VertexShaderFilename>shadows\Shadows.vs</VertexShaderFilename>
				<FragmentShaderFilename>shadows\Shadows.fs</FragmentShaderFilename>
				<Uniformf Name="ReceiveFrom" EditorRangeMin="0" EditorRangeMax="1" EditorValueScale="1" X="1" Y="1" Z="1" W="1"/>
				<EngineUniform>ShadowNearFar</EngineUniform>
				<EngineUniform>ShadowFallOffNearFar</EngineUniform>
				<ObjectUniform>ObjectLightViewProjMatrix</ObjectUniform>
				<ObjectUniform>ObjID</ObjectUniform>
				<EngineMap Name="EnvDepthTexture" Channel="0"/>
				<GLStates></GLStates>
			</Case>
			<Alt>
				<Case>Abovewater</Case>
			    <Case>Reflection</Case>
			    <Case>Refraction</Case>
				<AsmVertexShaderFilename>boat\BoatAlt.avs</AsmVertexShaderFilename>
				<AsmFragmentShaderFilename>boat\BoatAlt.afs</AsmFragmentShaderFilename>
				<Parameter Name="Shine" IndexVS="10" X="16.0"/>
				<Parameter Name="ClipPlane" IndexVS="11"/>
				<VertexAttrib Name="TSM0" Index="1"/>
				<VertexAttrib Name="TSM1" Index="2"/>
				<VertexAttrib Name="TSM2" Index="3"/>
			</Alt>
		</ObjectType>
		<ObjectType Name="NSL"  GeomType="TangentSpaceMatrixT2T2V3" ClassId="#(0x7a9559e0, 0x3c54d3a4)">
			<Case Name="Abovewater">
				<VertexShaderFilename>solid\SolidNSL_Abovewater.vs</VertexShaderFilename>
				<FragmentShaderFilename>solid\SolidNSL_Abovewater.fs</FragmentShaderFilename>																
				<ObjectUniform>LocalLighting</ObjectUniform>
				<ObjectUniform>LocalCameraPos</ObjectUniform>
				<ObjectUniform>ObjID</ObjectUniform>
				<Uniformf Name="Shine" X="128.0"/>				
				<Map Name="DiffuseMap" MapType="2D" Channel="0" EditorMapName="DiffuseMap" UsedByAlternative="true"/>
				<Map Name="NormalsAndSpecularMap" MapType="2D" Channel="2" EditorMapName="BumpMap"/>
				<Map Name="LightMap" MapType="2D" Channel="1" UsedByAlternative="true"/>
				<EngineMap Name="EnvScreenShadows" Channel="3"/>
				<GLStates></GLStates>
			</Case>		
			<Case Name="Refraction">
				<VertexShaderFilename>solid\SolidNSL_Refraction.vs</VertexShaderFilename>
				<FragmentShaderFilename>solid\SolidNSL_Refraction.fs</FragmentShaderFilename>
				<EngineUniform>WaterMax</EngineUniform>
				<EngineUniform>WaterDeepColor</EngineUniform>
				<EngineUniform>WaterDeepVisibility</EngineUniform>
				<ObjectUniform>ObjectMatrix</ObjectUniform>
    			<Map Name="DiffuseMap" MapType="2D" Channel="0" EditorMapName="DiffuseMap" UsedByAlternative="true"/>
				<Map Name="LightMap" MapType="2D" Channel="1" UsedByAlternative="true"/>
				<GLStates></GLStates>
			</Case>
			<Case Name="Reflection">
				<VertexShaderFilename>solid\SolidNSL_Reflection.vs</VertexShaderFilename>
				<FragmentShaderFilename>solid\SolidNSL_Reflection.fs</FragmentShaderFilename>
				<Uniformf Name="Offset" X="1.4"/>
				<EngineUniform>WaterMin</EngineUniform>
				<EngineUniform>WaterWaveHeight</EngineUniform>
				<ObjectUniform>ObjectMatrix</ObjectUniform>
				<ObjectUniform>ViewProjectionMatrix</ObjectUniform>
    			<Map Name="DiffuseMap" MapType="2D" Channel="0" EditorMapName="DiffuseMap" UsedByAlternative="true"/>
				<Map Name="LightMap" MapType="2D" Channel="1" UsedByAlternative="true"/>
				<EngineMap Name="EnvWaterHeightMap" Channel="2"/>
				<GLStates></GLStates>
			</Case>
			<Case Name="DepthMap">
				<VertexShaderFilename>shadows\DepthMap.vs</VertexShaderFilename>
				<FragmentShaderFilename>shadows\DepthMap.fs</FragmentShaderFilename>
				<Uniformf Name="GroupID" EditorRangeMin="0" EditorRangeMax="3" EditorValueScale="1" X="0"/>
				<EngineUniform>WaterMin</EngineUniform>
				<ObjectUniform>ObjectMatrix</ObjectUniform>
				<GLStates></GLStates>
			</Case>
			<Case Name="Shadows">
				<VertexShaderFilename>shadows\Shadows.vs</VertexShaderFilename>
				<FragmentShaderFilename>shadows\Shadows.fs</FragmentShaderFilename>
				<Uniformf Name="ReceiveFrom" EditorRangeMin="0" EditorRangeMax="1" EditorValueScale="1" X="1" Y="1" Z="1" W="1"/>
				<EngineUniform>ShadowNearFar</EngineUniform>
				<EngineUniform>ShadowFallOffNearFar</EngineUniform>
				<ObjectUniform>ObjectLightViewProjMatrix</ObjectUniform>
				<ObjectUniform>ObjID</ObjectUniform>
				<EngineMap Name="EnvDepthTexture" Channel="0"/>
				<GLStates></GLStates>
			</Case>
			<Case Name="WaterShadow">
				<VertexShaderFilename>shadows\WaterShadow.vs</VertexShaderFilename>
				<FragmentShaderFilename>shadows\WaterShadow.fs</FragmentShaderFilename>
				<ObjectUniform>ObjectWaterShadowMatrix</ObjectUniform>
				<ObjectUniform>ObjectMatrix</ObjectUniform>
				<ObjectUniform>ObjectWaterHeight</ObjectUniform>
				<GLStates></GLStates>
			</Case>
			<Alt>
				<Case>Abovewater</Case>
			    <Case>Reflection</Case>
			    <Case>Refraction</Case>
				<AsmVertexShaderFilename>solid\SolidAlt.avs</AsmVertexShaderFilename>
				<AsmFragmentShaderFilename>solid\SolidAlt.afs</AsmFragmentShaderFilename>
				<Parameter Name="Shine" IndexVS="10" X="16.0"/>
				<Parameter Name="ClipPlane" IndexVS="11"/>
				<VertexAttrib Name="TSM0" Index="1"/>
				<VertexAttrib Name="TSM1" Index="2"/>
				<VertexAttrib Name="TSM2" Index="3"/>
			</Alt>
		</ObjectType>
		<ObjectType Name="L"  GeomType="T2T2V3" ClassId="#(0x47b0f8c5, 0x446d2601)">
			<Case Name="Abovewater">
				<VertexShaderFilename>solid\SolidL_Abovewater.vs</VertexShaderFilename>
				<FragmentShaderFilename>solid\SolidL_Abovewater.fs</FragmentShaderFilename>
				<ObjectUniform>ObjID</ObjectUniform>
				<Map Name="DiffuseMap" MapType="2D" Channel="0" EditorMapName="DiffuseMap" UsedByAlternative="true"/>
				<Map Name="LightMap" MapType="2D" Channel="1" UsedByAlternative="true"/>
				<EngineMap Name="EnvScreenShadows" Channel="2"/>
    			<GLStates></GLStates>
			</Case>		
			<Case Name="Refraction">
				<VertexShaderFilename>solid\SolidL_Refraction.vs</VertexShaderFilename>
				<FragmentShaderFilename>solid\SolidL_Refraction.fs</FragmentShaderFilename>       			 							
				<EngineUniform>WaterMax</EngineUniform>
				<EngineUniform>WaterDeepColor</EngineUniform>
				<EngineUniform>WaterDeepVisibility</EngineUniform>
				<ObjectUniform>ObjectMatrix</ObjectUniform>								
    			<Map Name="DiffuseMap" MapType="2D" Channel="0" EditorMapName="DiffuseMap" UsedByAlternative="true"/>
				<Map Name="LightMap" MapType="2D" Channel="1" UsedByAlternative="true"/>
				<GLStates></GLStates>
			</Case>	
			<Case Name="Reflection">
				<VertexShaderFilename>solid\SolidL_Reflection.vs</VertexShaderFilename>
				<FragmentShaderFilename>solid\SolidL_Reflection.fs</FragmentShaderFilename>
				<Uniformf Name="Offset" X="1.4"/>
				<EngineUniform>WaterMin</EngineUniform>
				<EngineUniform>WaterWaveHeight</EngineUniform>
				<ObjectUniform>ObjectMatrix</ObjectUniform>
				<ObjectUniform>ViewProjectionMatrix</ObjectUniform>
    			<Map Name="DiffuseMap" MapType="2D" Channel="0" EditorMapName="DiffuseMap" UsedByAlternative="true"/>
				<Map Name="LightMap" MapType="2D" Channel="1" UsedByAlternative="true"/>
				<EngineMap Name="EnvWaterHeightMap" Channel="2"/>
				<GLStates></GLStates>
			</Case>
			<Case Name="DepthMap">
				<VertexShaderFilename>shadows\DepthMap.vs</VertexShaderFilename>
				<FragmentShaderFilename>shadows\DepthMap.fs</FragmentShaderFilename>
				<Uniformf Name="GroupID" EditorRangeMin="0" EditorRangeMax="3" EditorValueScale="1" X="0"/>
				<EngineUniform>WaterMin</EngineUniform>
				<ObjectUniform>ObjectMatrix</ObjectUniform>
				<GLStates></GLStates>
			</Case>
			<Case Name="Shadows">
				<VertexShaderFilename>shadows\Shadows.vs</VertexShaderFilename>
				<FragmentShaderFilename>shadows\Shadows.fs</FragmentShaderFilename>
				<Uniformf Name="ReceiveFrom" EditorRangeMin="0" EditorRangeMax="1" EditorValueScale="1" X="1" Y="1" Z="1" W="1"/>
				<EngineUniform>ShadowNearFar</EngineUniform>
				<EngineUniform>ShadowFallOffNearFar</EngineUniform>
				<ObjectUniform>ObjectLightViewProjMatrix</ObjectUniform>
				<ObjectUniform>ObjID</ObjectUniform>
				<EngineMap Name="EnvDepthTexture" Channel="0"/>
    			<GLStates></GLStates>
			</Case>
			<Case Name="WaterShadow">
				<VertexShaderFilename>shadows\WaterShadow.vs</VertexShaderFilename>
				<FragmentShaderFilename>shadows\WaterShadow.fs</FragmentShaderFilename>
				<ObjectUniform>ObjectWaterShadowMatrix</ObjectUniform>
				<ObjectUniform>ObjectMatrix</ObjectUniform>
				<ObjectUniform>ObjectWaterHeight</ObjectUniform>
				<GLStates></GLStates>
			</Case>
			<Alt>
				<Case>Abovewater</Case>
			    <Case>Reflection</Case>
			    <Case>Refraction</Case>
				<AsmVertexShaderFilename>solid\SolidLAlt.avs</AsmVertexShaderFilename>
				<AsmFragmentShaderFilename>solid\SolidLAlt.afs</AsmFragmentShaderFilename>
				<Parameter Name="ClipPlane" IndexVS="1"/>
			</Alt>
		</ObjectType>
		
		<ObjectType Name="Simple" GeomType="T2N3V3" ClassId="#(0x4d849e11, 0x6631461d)">
			<Case Name="Abovewater">
				<VertexShaderFilename>solid\SolidSimple_Abovewater.vs</VertexShaderFilename>
				<FragmentShaderFilename>solid\SolidSimple_Abovewater.fs</FragmentShaderFilename>
				<ObjectUniform>LocalLighting</ObjectUniform>
				<ObjectUniform>LocalCameraPos</ObjectUniform>
				<ObjectUniform>ObjID</ObjectUniform>
				<Uniformf Name="Shine" X="100" EditorName="Glossiness" ExportMult="1.28"/>
				<Uniformf Name="SpecularLevel" X="20" EditorName="specularLevel" ExportMult="0.01"/>				
				<Map Name="DiffuseMap" MapType="2D" Channel="0" EditorMapName="DiffuseMap" UsedByAlternative="true"/>
				<EngineMap Name="EnvScreenShadows" Channel="1"/>
				<GLStates>					
				</GLStates>
			</Case>
			<Case Name="Refraction">
				<VertexShaderFilename>solid\SolidSimple_Refraction.vs</VertexShaderFilename>
				<FragmentShaderFilename>solid\SolidSimple_Refraction.fs</FragmentShaderFilename>				
				<EngineUniform>WaterDeepColor</EngineUniform>
				<EngineUniform>WaterDeepVisibility</EngineUniform>
				<EngineUniform>WaterMax</EngineUniform>
				<ObjectUniform>LocalLighting</ObjectUniform>
				<ObjectUniform>ObjectMatrix</ObjectUniform>				
				<Map Name="DiffuseMap" MapType="2D" Channel="0" EditorMapName="DiffuseMap" UsedByAlternative="true"/>
				<GLStates>					
				</GLStates>
			</Case>
			<Case Name="Reflection">
				<VertexShaderFilename>solid\SolidSimple_Reflection.vs</VertexShaderFilename>
				<FragmentShaderFilename>solid\SolidSimple_Reflection.fs</FragmentShaderFilename>
				<Uniformf Name="Offset" X="0.5"/>
				<EngineUniform>WaterMin</EngineUniform>
				<EngineUniform>WaterWaveHeight</EngineUniform>
				<ObjectUniform>LocalLighting</ObjectUniform>
				<ObjectUniform>ObjectMatrix</ObjectUniform>
				<ObjectUniform>ViewProjectionMatrix</ObjectUniform>
				<Map Name="DiffuseMap" MapType="2D" Channel="0" EditorMapName="DiffuseMap" UsedByAlternative="true"/>
				<EngineMap Name="EnvWaterHeightMap" Channel="1"/>
				<GLStates>					
				</GLStates>
			</Case>
			<Case Name="DepthMap">
				<VertexShaderFilename>shadows\DepthMap.vs</VertexShaderFilename>
				<FragmentShaderFilename>shadows\DepthMap.fs</FragmentShaderFilename>
				<Uniformf Name="GroupID" EditorRangeMin="0" EditorRangeMax="3" EditorValueScale="1" X="0"/>
				<EngineUniform>WaterMin</EngineUniform>
				<ObjectUniform>ObjectMatrix</ObjectUniform>
				<GLStates></GLStates>
			</Case>
			<Case Name="Shadows">
				<VertexShaderFilename>shadows\Shadows.vs</VertexShaderFilename>
				<FragmentShaderFilename>shadows\Shadows.fs</FragmentShaderFilename>
				<Uniformf Name="ReceiveFrom" EditorRangeMin="0" EditorRangeMax="1" EditorValueScale="1" X="1" Y="1" Z="1" W="1"/>
				<EngineUniform>ShadowNearFar</EngineUniform>
				<EngineUniform>ShadowFallOffNearFar</EngineUniform>
				<ObjectUniform>ObjectLightViewProjMatrix</ObjectUniform>
				<ObjectUniform>ObjID</ObjectUniform>
				<EngineMap Name="EnvDepthTexture" Channel="0"/>
				<GLStates></GLStates>
			</Case>
			<Case Name="WaterShadow">
				<VertexShaderFilename>shadows\WaterShadow.vs</VertexShaderFilename>
				<FragmentShaderFilename>shadows\WaterShadow.fs</FragmentShaderFilename>
				<ObjectUniform>ObjectWaterShadowMatrix</ObjectUniform>
				<ObjectUniform>ObjectMatrix</ObjectUniform>
				<ObjectUniform>ObjectWaterHeight</ObjectUniform>
				<GLStates></GLStates>
			</Case>
			<Alt>
				<Case>Abovewater</Case>
			    <Case>Reflection</Case>
			    <Case>Refraction</Case>
				<AsmVertexShaderFilename>solid\SolidSimpleAlt.avs</AsmVertexShaderFilename>
				<AsmFragmentShaderFilename>solid\SolidSimpleAlt.afs</AsmFragmentShaderFilename>
				<Parameter Name="Shine" IndexVS="13" X="16.0"/>
				<Parameter Name="ClipPlane" IndexVS="14"/>
			</Alt>
		</ObjectType>		
	</GraphicClass>

	<GraphicClass Name="Flora">
		<ObjectType Name="TS" GeomType="T2N3V3" ClassId="#(0x4a0181a6, 0x247694b2)">
			<Case Name="Abovewater">
				<VertexShaderFilename>flora\FloraTS_Abovewater.vs</VertexShaderFilename>
				<FragmentShaderFilename>flora\FloraTS_Abovewater.fs</FragmentShaderFilename>
				<Uniformf Name="SelfIllum" X="1" EditorName="selfIllumAmount" ExportMult="0.01"/>
				<ObjectUniform>ObjID</ObjectUniform>
				<ObjectUniform>LocalLighting</ObjectUniform>
				<ObjectUniform>LocalCameraPos</ObjectUniform>
				<Map Name="DiffuseMap" MapType="2D" Channel="0" EditorMapName="DiffuseMap" UsedByAlternative="true"/>
				<EngineMap Name="EnvScreenShadows" Channel="1"/>
				<GLStates>
					<PolygonMode>twoside</PolygonMode>
					<Blending>transparency</Blending>
					<AlphaFunc>greater</AlphaFunc>
					<AlphaRef>0.4</AlphaRef>
				</GLStates>
			</Case>
			<Case Name="Refraction">
				<VertexShaderFilename>flora\FloraTS_Refraction.vs</VertexShaderFilename>
				<FragmentShaderFilename>flora\FloraTS_Refraction.fs</FragmentShaderFilename>
				<EngineUniform>WaterMax</EngineUniform>
				<EngineUniform>WaterDeepColor</EngineUniform>
				<EngineUniform>WaterDeepVisibility</EngineUniform>
				<ObjectUniform>ObjectMatrix</ObjectUniform>
				<Map Name="DiffuseMap" MapType="2D" Channel="0" EditorMapName="DiffuseMap" UsedByAlternative="true"/>
				<GLStates>
					<PolygonMode>twoside</PolygonMode>
					<AlphaFunc>greater</AlphaFunc>
					<AlphaRef>0.3</AlphaRef>
				</GLStates>
			</Case>
			<Case Name="Reflection">
				<VertexShaderFilename>flora\FloraTS_Reflection.vs</VertexShaderFilename>
				<FragmentShaderFilename>flora\FloraTS_Reflection.fs</FragmentShaderFilename>
				<Uniformf Name="Offset" X="0.5"/>
				<EngineUniform>WaterMin</EngineUniform>
				<EngineUniform>WaterWaveHeight</EngineUniform>
				<ObjectUniform>ObjectMatrix</ObjectUniform>
				<ObjectUniform>ViewProjectionMatrix</ObjectUniform>
				<Map Name="DiffuseMap" MapType="2D" Channel="0" EditorMapName="DiffuseMap" UsedByAlternative="true"/>
				<EngineMap Name="EnvWaterHeightMap" Channel="1"/>
				<GLStates>
					<PolygonMode>twoside</PolygonMode>
					<AlphaFunc>greater</AlphaFunc>
					<AlphaRef>0.7</AlphaRef>
				</GLStates>
			</Case>
			<!--Case Name="DepthMap">
				<VertexShaderFilename>flora\FloraTS_DepthMap.vs</VertexShaderFilename>
				<FragmentShaderFilename>flora\FloraTS_DepthMap.fs</FragmentShaderFilename>
				<Uniformf Name="GroupID" EditorRangeMin="0" EditorRangeMax="3" EditorValueScale="1" X="0"/>
				<EngineUniform>WaterMin</EngineUniform>
				<ObjectUniform>ObjectMatrix</ObjectUniform>
				<Map Name="DiffuseMap" MapType="2D" Channel="0" EditorMapName="DiffuseMap"/>
				<GLStates>
					<PolygonMode>twoside</PolygonMode>
					<AlphaFunc>greater</AlphaFunc>
					<AlphaRef>0.4</AlphaRef>
				</GLStates>
			</Case-->
			<!--Case Name="Shadows">
				<VertexShaderFilename>flora\FloraTS_Shadows.vs</VertexShaderFilename>
				<FragmentShaderFilename>flora\FloraTS_Shadows.fs</FragmentShaderFilename-->
				<!--Uniformf Name="ReceiveFrom" EditorRangeMin="0" EditorRangeMax="1" EditorValueScale="1" X="0" Y="0" Z="0" W="0"/>
				<EngineUniform>ShadowNearFar</EngineUniform>
				<EngineUniform>ShadowFallOffNearFar</EngineUniform>
				<ObjectUniform>ObjectLightViewProjMatrix</ObjectUniform>
				<ObjectUniform>ObjID</ObjectUniform>
				<EngineMap Name="EnvDepthTexture" Channel="1"/-->
				<!--ObjectUniform>ObjID</ObjectUniform>
				<Map Name="DiffuseMap" MapType="2D" Channel="0" EditorMapName="DiffuseMap"/>
				<GLStates>
    				<PolygonMode>twoside</PolygonMode>
					<AlphaFunc>greater</AlphaFunc>
					<AlphaRef>0.4</AlphaRef>
				</GLStates>
			</Case-->
			<Alt>
				<Case>Abovewater</Case>
			    <Case>Reflection</Case>
			    <Case>Refraction</Case>
				<AsmVertexShaderFilename>flora\FloraAlt.avs</AsmVertexShaderFilename>
				<AsmFragmentShaderFilename>flora\FloraAlt.afs</AsmFragmentShaderFilename>
				<Parameter Name="ClipPlane" IndexVS="5"/>
			</Alt>
		</ObjectType>				
	</GraphicClass>
			
	<GraphicClass Name="Particles">
		<ObjectType Name="Particles" GeomType="">
			<Case Name="Abovewater">
				<VertexShaderFilename>Particles.vs</VertexShaderFilename>
				<FragmentShaderFilename>Particles.fs</FragmentShaderFilename>																					
				<Map Name="TextureMap" MapType="2D" Channel="0" UsedByAlternative="true"/>
				<GLStates>
					<Blending>transparency</Blending>
					<PolygonMode>twoside</PolygonMode>
				</GLStates>
			</Case>
		</ObjectType>
		
		<ObjectType Name="SprayParticles" GeomType="">
			<Case Name="Abovewater">
				<VertexShaderFilename>SprayParticles.vs</VertexShaderFilename>
				<FragmentShaderFilename>SprayParticles.fs</FragmentShaderFilename>
				<Map Name="TextureMap" MapType="2D" Channel="0" UsedByAlternative="true"/>
				<GLStates>
					<Blending>transparency</Blending>
					<PolygonMode>twoside</PolygonMode>
				</GLStates>
			</Case>
			<Alt>
				<Case>Abovewater</Case>
			    <Case>Reflection</Case>
				<AsmVertexShaderFilename>SprayParticlesAlt.avs</AsmVertexShaderFilename>
				<AsmFragmentShaderFilename>SprayParticlesAlt.afs</AsmFragmentShaderFilename>
				<VertexAttrib Name="Life" Index="1"/>
				<VertexAttrib Name="MaxLife" Index="2"/>
				<VertexAttrib Name="AlphaMult" Index="3"/>
				<VertexAttrib Name="LifeClamp" Index="4"/>
				<VertexAttrib Name="Frame" Index="5"/>
				<VertexAttrib Name="Vstart" Index="6"/>
				<VertexAttrib Name="HalfAcc" Index="7"/>
			</Alt>
		</ObjectType>
	</GraphicClass>
	
	<GraphicClass Name="Char">		
		<ObjectType Name="NS"  GeomType="TangentSpaceMatrixT2BV3" ClassId="#(0x3e86fa3d, 0x3955029f)">
			<Case Name="Abovewater">
				<VertexShaderFilename>character\CharNS_Abovewater.vs</VertexShaderFilename>
				<FragmentShaderFilename>character\CharNS_Abovewater.fs</FragmentShaderFilename>													
				<ObjectUniform>LocalLighting</ObjectUniform>
				<ObjectUniform>LocalCameraPos</ObjectUniform>
				<ObjectUniform>Bones</ObjectUniform>
				<ObjectUniform>ObjID</ObjectUniform>
				<Uniformf Name="Shine" X="100.0" EditorName="Glossiness" ExportMult="1.28"/> 
				<Uniformf Name="SpecularLevel" X="20" EditorName="specularLevel" ExportMult="0.01"/>
				<Map Name="DiffuseMap" MapType="2D" Channel="0" EditorMapName="DiffuseMap" UsedByAlternative="true"/>
				<Map Name="NormalsAndSpecularMap" MapType="2D" Channel="1" EditorMapName="BumpMap"/>
				<EngineMap Name="EnvScreenShadows" Channel="2"/>
				<GLStates></GLStates>
			</Case>		
			<Case Name="Refraction">
				<VertexShaderFilename>character\CharNS_Refraction.vs</VertexShaderFilename>
				<FragmentShaderFilename>character\CharNS_Refraction.fs</FragmentShaderFilename>       			 							
				<EngineUniform>WaterMin</EngineUniform>
				<EngineUniform>WaterDeepColor</EngineUniform>
				<EngineUniform>WaterDeepVisibility</EngineUniform>
				<EngineUniform>WaterWaveHeight</EngineUniform>
				<ObjectUniform>LocalLighting</ObjectUniform>
				<ObjectUniform>ObjectMatrix</ObjectUniform>
  	 			<Map Name="DiffuseMap" MapType="2D" Channel="0" EditorMapName="DiffuseMap" UsedByAlternative="true"/>
    			<EngineMap Name="EnvWaterHeightMap" Channel="1"/>
				<GLStates></GLStates>
			</Case>
			<Case Name="Reflection">
				<VertexShaderFilename>character\CharNS_Reflection.vs</VertexShaderFilename>
				<FragmentShaderFilename>character\CharNS_Reflection.fs</FragmentShaderFilename>
				<Uniformf Name="Offset" X="1.2"/>
				<EngineUniform>WaterMin</EngineUniform>
				<EngineUniform>WaterWaveHeight</EngineUniform>
				<ObjectUniform>LocalLighting</ObjectUniform>
				<ObjectUniform>ObjectMatrix</ObjectUniform>
				<ObjectUniform>ViewProjectionMatrix</ObjectUniform>
    			<Map Name="DiffuseMap" MapType="2D" Channel="0" EditorMapName="DiffuseMap" UsedByAlternative="true"/>
				<EngineMap Name="EnvWaterHeightMap" Channel="1"/>
				<GLStates></GLStates>
			</Case>
			<Case Name="DepthMap">
				<VertexShaderFilename>character\CharNS_DepthMap.vs</VertexShaderFilename>
				<FragmentShaderFilename>shadows\DepthMap.fs</FragmentShaderFilename>
				<Uniformf Name="GroupID" EditorRangeMin="0" EditorRangeMax="3" EditorValueScale="1" X="0"/>
				<EngineUniform>WaterMin</EngineUniform>
				<ObjectUniform>ObjectMatrix</ObjectUniform>
				<ObjectUniform>Bones</ObjectUniform>
				<GLStates></GLStates>
			</Case>
			<Case Name="Shadows">
				<VertexShaderFilename>character\CharNS_Shadows.vs</VertexShaderFilename>
				<FragmentShaderFilename>shadows\Shadows.fs</FragmentShaderFilename>
				<Uniformf Name="ReceiveFrom" EditorRangeMin="0" EditorRangeMax="1" EditorValueScale="1" X="1" Y="1" Z="1" W="1"/>
				<EngineUniform>ShadowNearFar</EngineUniform>
				<EngineUniform>ShadowFallOffNearFar</EngineUniform>
				<ObjectUniform>ObjectLightViewProjMatrix</ObjectUniform>
				<ObjectUniform>Bones</ObjectUniform>
				<ObjectUniform>ObjID</ObjectUniform>
				<EngineMap Name="EnvDepthTexture" Channel="0"/>
				<GLStates></GLStates>
			</Case>
			<Case Name="WaterShadow">
				<VertexShaderFilename>character\CharNS_WaterShadow.vs</VertexShaderFilename>
				<FragmentShaderFilename>shadows\WaterShadow.fs</FragmentShaderFilename>
				<ObjectUniform>ObjectWaterShadowMatrix</ObjectUniform>
				<ObjectUniform>ObjectMatrix</ObjectUniform>
				<ObjectUniform>ObjectWaterHeight</ObjectUniform>
				<ObjectUniform>Bones</ObjectUniform>
				<GLStates></GLStates>
			</Case>
			<!--Alt>
				<Case>Abovewater</Case>
			    <Case>Reflection</Case>
			    <Case>Refraction</Case>
				<AsmVertexShaderFilename>character\CharAlt.avs</AsmVertexShaderFilename>
				<AsmFragmentShaderFilename>character\CharAlt.afs</AsmFragmentShaderFilename>
				<Parameter Name="Shine" IndexVS="77" X="16.0"/>
				<Parameter Name="ClipPlane" IndexVS="78"/>
				<VertexAttrib Name="TSM0" Index="1"/>
				<VertexAttrib Name="TSM1" Index="2"/>
				<VertexAttrib Name="TSM2" Index="3"/>
				<VertexAttrib Name="Bone1" Index="4"/>
				<VertexAttrib Name="Bone2" Index="5"/>
				<VertexAttrib Name="Bone1Weight" Index="6"/>
			</Alt-->
		</ObjectType>
	</GraphicClass>
	<GraphicClass Name="Sky">
		<ObjectType Name="Sky" GeomType="T2V3" ClassId="#(0x3c16e114, 0xd8e85c5)">
			<Case Name="Abovewater">
				<VertexShaderFilename>Sky.vs</VertexShaderFilename>
				<FragmentShaderFilename>Sky.fs</FragmentShaderFilename>
				<Map Name="Texture" MapType="2D" Channel="0" EditorMapName="DiffuseMap" UsedByAlternative="true"/>
				<GLStates></GLStates>
			</Case>
		</ObjectType>
	</GraphicClass>
	
	<GraphicClass Name="Game">
		<ObjectType Name="Checkpoint" GeomType="T2N3V3" ClassId="#(0x44f659d3, 0x50306a35)">
			<Case Name="Abovewater">
				<VertexShaderFilename>game\Game_Abovewater.vs</VertexShaderFilename>
				<FragmentShaderFilename>game\Game_Abovewater.fs</FragmentShaderFilename>
				<Map Name="DiffuseMap" MapType="2D" Channel="0" EditorMapName="DiffuseMap" UsedByAlternative="true"/>
				<GLStates>
					<Blending>transparency</Blending>
				</GLStates>
			</Case>
		</ObjectType>
	</GraphicClass>
	
	<GraphicClass Name="WaterClip">
	    <ObjectType Name="waterclip" GeomType="V3" ClassId="#(0x4ae8b7ac, 0x46cf8f77)">
	        <Case Name="Waterclip">
	        	<VertexShaderFilename>Dummy.vs</VertexShaderFilename>
				<FragmentShaderFilename>Dummy.fs</FragmentShaderFilename>
				<GLStates></GLStates>
	        </Case>
			<Alt>
				<Case>Waterclip</Case>
				<AsmVertexShaderFilename>DummyAlt.avs</AsmVertexShaderFilename>
				<AsmFragmentShaderFilename>DummyAlt.afs</AsmFragmentShaderFilename>
			</Alt>
	    </ObjectType>
	</GraphicClass>
	
</GraphicClasses>
