//teren//

textures\level_bonus\pomocne\lad
{
    {
        map textures\level_bonus\lad
        blendfunc blend
        depthwrite
	rgbgen vertex
    }
    {
        lightmap textures\lightmap\bonus\terenLightingMap
        blendfunc filter
    }
}



textures\level_bonus\sneh_cisty
{
    {
        map textures\level_bonus\sneh_spina
        rgbgen vertex
        tcmod scale 50 50
    }
    {
        map textures\level_bonus\sneh_cisty
        tcmod scale 50 50
        rgbgen vertex
        blendfunc blend
        depthwrite
    }
    {
        lightmap textures\lightmap\bonus\terenLightingMap
        blendfunc filter
    }
}

textures\level_bonus\pomocne\dvojprud
{
    {
        map textures\level_bonus\dvojprud
    }
}
textures\level_bonus\zvodidla01
{
    cull none
    {
        map textures\level_bonus\zvodidla01
    }
}

//skybox//


//sky_ruhpolding//

textures\level_bonus\sky_box\sky_gradient
{
	sort sky
	nopicmip
	nocompress
	surfaceparm sky
	{
        	clampmap textures\level_bonus\sky_box\sky_gradient
	        blendfunc gl_one gl_zero
                depthwritenone
	}
}
textures\level_bonus\sky_box\mraky
{
	sort sky
	nopicmip
	surfaceparm sky
	{
                map textures\level_bonus\sky_box\mraky
	        blendfunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
       	        alphafunc GT 1
	        tcmod scale 4 4
	        tcmod scroll 0.002 0.0007
	}
}

//trees//


textures\Level_bonus\trees\pasi_stromov\pas_stromov
{
	cull none
	sort 7
	#if ShaderLOD 1
        {
        #if ShaderSnow 0
    		clampmap textures\Level_bonus\trees\pasi_stromov\pas_stromov
    	#else
    		clampmap textures\Level_bonus\trees\pasi_stromov\pas_stromov_snow
    	#endif
    		alphaFunc GT 200
    		depthWrite
    		rgbgen vertex
    	}
        {
        #if ShaderSnow 0
            clampmap textures\Level_bonus\trees\pasi_stromov\pas_stromov
		#else
			clampmap textures\Level_bonus\trees\pasi_stromov\pas_stromov_snow
		#endif
            blendfunc blend
            rgbgen vertex
        }
    #endif
    #if ShaderLOD 2
        {
       	#if ShaderSnow 0
			clampmap textures\Level_bonus\trees\pasi_stromov\pas_stromov
		#else
			clampmap textures\Level_bonus\trees\pasi_stromov\pas_stromov_snow
		#endif
		    alphaFunc GT 180
            blendFunc blend
		    depthWrite
	        rgbgen vertex
	    }
	#endif
    #if ShaderLOD 3
        {
       	#if ShaderSnow 0
			clampmap textures\Level_bonus\trees\pasi_stromov\pas_stromov
		#else
			clampmap textures\Level_bonus\trees\pasi_stromov\pas_stromov_snow
		#endif
	   	    alphaFunc GT 100
		    depthWrite
		    rgbgen vertex
    	}
	#endif
}

//lod trees//

textures\Level_bonus\trees\LOD_stromy\lod_trees
{
	cull none
	sort 8
    #if ShaderLOD 3
    	{
		#if ShaderSnow 0
			map textures\Level_bonus\trees\LOD_stromy\lod_trees
		#else
			map textures\Level_bonus\trees\LOD_stromy\lod_trees_snow
		#endif
    		alphaFunc GT 120
    		depthWrite
    		rgbgen vertex
	    }
	#endif
    #if ShaderLOD 2
    	{
		#if ShaderSnow 0
			map textures\Level_bonus\trees\LOD_stromy\lod_trees
		#else
			map textures\Level_bonus\trees\LOD_stromy\lod_trees_snow
		#endif
    		alphaFunc GT 120
    		blendfunc blend
    		depthWrite
    		rgbgen vertex
    	}
    #endif
    #if ShaderLOD 1
    	{
		#if ShaderSnow 0
			map textures\Level_bonus\trees\LOD_stromy\lod_trees
		#else
			map textures\Level_bonus\trees\LOD_stromy\lod_trees_snow
		#endif
    		alphaFunc GT 200
    		depthWrite
    		rgbgen vertex
    	}
    	{
		#if ShaderSnow 0
			map textures\Level_bonus\trees\LOD_stromy\lod_trees
		#else
			map textures\Level_bonus\trees\LOD_stromy\lod_trees_snow
		#endif
     		blendfunc blend
    	}
    #endif
}




textures\Level_bonus\trees\LOD_stromy\2d\stromy_velke_2
{
	cull none
    sort 7
    #if ShaderLOD 3
    	{
		#if ShaderSnow 0
			clampmap textures\Level_bonus\trees\LOD_stromy\2d\stromy_velke_2
		#else
			clampmap textures\Level_bonus\trees\LOD_stromy\2d\stromy_velke_2_snow
		#endif
        	alphafunc GT 120
    		depthWrite
    	}
    #endif
    #if ShaderLOD 2
	{
		#if ShaderSnow 0
			clampmap textures\Level_bonus\trees\LOD_stromy\2d\stromy_velke_2
		#else
			clampmap textures\Level_bonus\trees\LOD_stromy\2d\stromy_velke_2_snow
		#endif
    		alphafunc GT 130
            blendfunc blend
    		depthWrite
	    }
    #endif
    #if ShaderLOD 1
    	{
		#if ShaderSnow 0
			clampmap textures\Level_bonus\trees\LOD_stromy\2d\stromy_velke_2
		#else
			clampmap textures\Level_bonus\trees\LOD_stromy\2d\stromy_velke_2_snow
		#endif
        	alphafunc GT 200
    		depthWrite
    	}
    	{
		#if ShaderSnow 0
			clampmap textures\Level_bonus\trees\LOD_stromy\2d\stromy_velke_2
		#else
			clampmap textures\Level_bonus\trees\LOD_stromy\2d\stromy_velke_2_snow
		#endif
        	blendfunc blend
    	}
	#endif
}


//kriaky a 2d stromy//


textures\Level_bonus\trees\2d_stromy\stromy_lisnace
{
    cull none
	sort 9
	#if ShaderLOD 1
        {
		#if ShaderSnow 0
			clampmap textures\Level_bonus\trees\2d_stromy\stromy_lisnace
		#else
			clampmap textures\Level_bonus\trees\2d_stromy\stromy_lisnace_snow
		#endif
            alphaFunc GT 180
    		depthWrite
    		rgbgen vertex
    	}
        {
		#if ShaderSnow 0
			clampmap textures\Level_bonus\trees\2d_stromy\stromy_lisnace
		#else
			clampmap textures\Level_bonus\trees\2d_stromy\stromy_lisnace_snow
		#endif
            blendfunc blend
        }
    #endif
    #if ShaderLOD 2
    	{
		#if ShaderSnow 0
			clampmap textures\Level_bonus\trees\2d_stromy\stromy_lisnace
		#else
			clampmap textures\Level_bonus\trees\2d_stromy\stromy_lisnace_snow
		#endif
    		alphaFunc GT 100
            blendfunc blend
    		depthWrite
    		rgbgen vertex
    	}
    #endif
    #if ShaderLOD 3
    	{
		#if ShaderSnow 0
			clampmap textures\Level_bonus\trees\2d_stromy\stromy_lisnace
		#else
			clampmap textures\Level_bonus\trees\2d_stromy\stromy_lisnace_snow
		#endif
    		alphaFunc GT 100
    		depthWrite
    		rgbgen vertex
    	}
    #endif
}



textures\Level_bonus\trees\kriky\kriaky1-4
{
	cull none
	sort 9
	#if ShaderLOD 1
    	{
		#if ShaderSnow 0
			clampmap textures\Level_bonus\trees\kriky\kriaky1-4
		#else
			clampmap textures\Level_bonus\trees\kriky\kriaky1-4_snow
		#endif
    		alphaFunc GT 180
    		depthWrite
    		rgbgen vertex
    	}
        {
		#if ShaderSnow 0
			clampmap textures\Level_bonus\trees\kriky\kriaky1-4
		#else
			clampmap textures\Level_bonus\trees\kriky\kriaky1-4_snow
		#endif
	        blendfunc blend
        }
    #endif
    #if ShaderLOD 2
    	{
		#if ShaderSnow 0
			clampmap textures\Level_bonus\trees\kriky\kriaky1-4
		#else
			clampmap textures\Level_bonus\trees\kriky\kriaky1-4_snow
		#endif
    		alphaFunc GT 100
	        blendfunc blend
    		depthWrite
    		rgbgen vertex
    	}
    #endif
    #if ShaderLOD 3
    	{
		#if ShaderSnow 0
			clampmap textures\Level_bonus\trees\kriky\kriaky1-4
		#else
			clampmap textures\Level_bonus\trees\kriky\kriaky1-4_snow
		#endif
    		alphaFunc GT 100
    		depthWrite
    		rgbgen vertex
    	}
    #endif
}

textures\Level_bonus\trees\kriky\kriaky5-x
{
	cull none
	sort 9
    #if ShaderLOD 3
    	{
		#if ShaderSnow 0
			clampmap textures\Level_bonus\trees\kriky\kriaky5-x
		#else
			clampmap textures\Level_bonus\trees\kriky\kriaky5-x_snow
		#endif
    		alphaFunc GT 70
    		depthWrite
    		rgbgen vertex
    	}
    #endif
	#if ShaderLOD 2
        {
		#if ShaderSnow 0
			clampmap textures\Level_bonus\trees\kriky\kriaky5-x
		#else
			clampmap textures\Level_bonus\trees\kriky\kriaky5-x_snow
		#endif
    		alphaFunc GT 70
    		blendfunc blend
    		depthWrite
    		rgbgen vertex
    	}
    #endif
	#if ShaderLOD 1
        {
		#if ShaderSnow 0
			clampmap textures\Level_bonus\trees\kriky\kriaky5-x
		#else
			clampmap textures\Level_bonus\trees\kriky\kriaky5-x_snow
		#endif
    		alphaFunc GT 70
    		blendfunc blend
    		depthWrite
    		rgbgen vertex
    	}
    #endif
}
