ambient[]={1,1,1,1};
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,1};
specular[]={1,1,1,0};
specularPower=21.200001;
renderFlags[]=
{
	"NoAlphaWrite"
};
nextPass="AMF_PLANE_TRANSPORT_01\Data\textures\VITRES\glass-pass2.rvmat";
PixelShaderID="Glass";
VertexShaderID="Glass";
class Stage1
{
	texture="#(ai,64,64,1)fresnelGlass()";
	uvSource="none";
};
class Stage2
{
	texture="AMF_PLANE_TRANSPORT_01\Data\textures\VITRES\reflect_co.paa";
	uvSource="none";
};
