material Particles/FlarePointSprite
{
	technique
	{
		pass
		{
			lighting off
			scene_blend add
			depth_write off

			point_sprites on
			point_size 10
			//point_size 20
			//point_size_attenuation on

			texture_unit
			{
				texture flare.png
			}
		}
	}
}


material Particles/Aureola
{
	technique
	{
		pass
		{
			lighting off
			scene_blend alpha_blend
			depth_write off
			cull_hardware none

			texture_unit
			{
				texture aureola.png
				tex_address_mode clamp
			}
		}
	}
}

material Particles/point_lensflare
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend add

			point_sprites on
			point_size 0.1
			point_size_attenuation on

			texture_unit
			{
				texture flare.png
			}
		}
	}
}

material Particles/lensflare
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend add

			texture_unit
			{
				texture flare.png
			}
		}
	}
}

material Particles/bigFlame
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend add

			texture_unit
			{
				texture bigflame.png
			}
		}
	}
}

material Particles/Spark
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend add

			texture_unit
			{
				texture spark1.png
			}
		}
	}
}

material Particles/Dust
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend add

			texture_unit
			{
				texture dust.png
			}
		}
	}
}

material Particles/Twirl
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend add

			texture_unit
			{
				tex_address_mode clamp
				texture twirl.png
			}
		}
	}
}

material Particles/Cross
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend add

			texture_unit
			{
				texture cross1.png
			}
		}
	}
}

material Particles/smoke
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend alpha_blend

			texture_unit
			{
				texture smoke.png
			}
		}
	}
}

material Particles/feather
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend alpha_blend

			texture_unit
			{
				texture feather.tga
			}
		}
	}
}

material Particles/explosion
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend add

			texture_unit
			{
				texture explosion.png
			}
		}
	}
}

material Particles/ringflare
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend add

			texture_unit
			{
				texture ring_flare.png
			}
		}
	}
}

material Particles/Ring
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend add
			cull_hardware none
			cull_software none

			texture_unit
			{
				texture ring1.png
				tex_address_mode clamp
			}
		}
	}
}

material Particles/Fibres
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend add

			texture_unit
			{
				texture fibres.png
			}
		}
	}
}

material Particles/Fireball
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend add

			texture_unit
			{
				texture fireball.tga
			}
		}
	}
}

material Particles/ringflare2
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend add

			texture_unit
			{
				texture ring_flare2.png
			}
		}
	}
}

material Particles/Flare
{
	technique
	{
		pass
		{
			lighting off
			scene_blend add
			depth_write off

			texture_unit
			{
				texture flaretrail.png
			}
		}
	}
}

material Particles/Streak
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend add

			texture_unit
			{
				texture streak.png
			}
		}
	}
}

material Particles/Bubble1
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend add

			texture_unit
			{
				texture bubble1.png
			}
		}
	}
}

material Particles/Bubble2
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend add

			texture_unit
			{
				texture bubble2.png
			}
		}
	}
}

material Particles/SpinBeam
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend add

			texture_unit
			{
				texture spinbeam.png
				tex_address_mode clamp
			}
		}
	}
}

material Particles/Smoke2
{
	technique
	{
		pass
		{
			lighting off
			scene_blend alpha_blend
			depth_write off
			cull_hardware clockwise
			cull_software back

			texture_unit
			{
				texture smoke.png
				tex_address_mode clamp
			}
		}
	}
}