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 | material Shield
{
	receive_shadows on
	technique
	{
		pass
		{
			ambient 0.500000 0.500000 0.500000 1.000000
			diffuse 0.810000 0.810000 0.810000 1.000000
			specular 0.000000 0.000000 0.000000 1.000000 3.000000
			emissive 0.000000 0.000000 0.000000 1.000000
			texture_unit
			{
				texture Overlay.png
				tex_address_mode wrap
				filtering trilinear
				colour_op_ex modulate src_texture src_player_colour 
				// Don't blend alpha, to make sure we have full intensity at the base/overlay border region
				alpha_op_ex source1 src_texture src_player_colour 
			}
			texture_unit
			{
				texture shield.jpg
				tex_address_mode wrap
				filtering trilinear
				colour_op_ex blend_current_alpha src_current src_texture
				// Don't blend alpha, to make sure we have full intensity at the base/overlay border region
				alpha_op_ex add src_current src_texture
			}
			texture_unit
			{
				// apply lighting
				colour_op_ex modulate src_current src_diffuse
				alpha_op_ex modulate src_current src_diffuse
			}
		}
	}
}
 |