

textures/darkmod/window/ornate/round_spokes01_brightlit
{
	glass

	qer_editorimage textures/darkmod/window/ornate/round_spokes01_brightlit_ed
	diffusemap		textures/darkmod/window/ornate/round_spokes01_brightlit
	specularmap		textures/darkmod/window/ornate/round_spokes01_s
	bumpmap			textures/darkmod/window/ornate/round_spokes01_local
	{
		if ( parm11 > 0 )
		blend	gl_dst_color, gl_one
		map		_white
		rgb		0.40 * parm11
	}
	{
		if ( parm11 > 0 )
		blend	add
		map		textures/darkmod/window/ornate/round_spokes01_brightlit
		rgb		0.15 * parm11
	}

	// TDM Ambient Method Related

	{
		if (global5 == 1)
		blend add
		map				textures/darkmod/window/ornate/round_spokes01_brightlit
		scale			1, 1
		red			global2
		green			global3
		blue			global4
	}
	{
		if (global5 == 2)
		blend add
		program	ambientEnvironment.vfp
		vertexParm		0		1, 1, 1, 1	// UV Scales for Diffuse and Bump
		vertexParm		1		1, 1, 1, 1	// (X,Y) UV Scale for specular,	Z: ambient reflection scale
		vertexParm		2		global2, global3, global4, 1
		vertexParm		3		0
		fragmentMap		0		cubeMap env/gen1
		fragmentMap		1		textures/darkmod/window/ornate/round_spokes01_local			// Bump
		fragmentMap		2		textures/darkmod/window/ornate/round_spokes01_brightlit		// Diffuse
		fragmentMap		3		textures/darkmod/window/ornate/round_spokes01_s				// Specular
	}
}