

textures/darkmod/window/ornate/stained_rgb_loops
{
glass
    qer_editorimage  textures/darkmod/window/ornate/stained_rgb_loops_ed
    diffusemap       textures/darkmod/window/ornate/stained_rgb_loops
    bumpmap          textures/darkmod/window/ornate/stained_rgb_loops_local
    specularmap      textures/darkmod/window/ornate/stained_rgb_loops_s
    {
        maskColor
        map               makealpha(textures/darkmod/window/ornate/stained_rgb_loops_alpha)
    }
    {
        blend             gl_dst_alpha, gl_one
        maskalpha
        cubeMap        env/gen1
        texgen           reflect
    }

	// TDM Ambient Method Related 
	{							
		if (global5 == 1)		
		blend add				
		map				textures/darkmod/window/ornate/stained_rgb_loops		
		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		
		vertexParm		2		global2, global3, global4, 1	
																
		fragmentMap		0		cubeMap env/gen1				
		fragmentMap		1		textures/darkmod/window/ornate/stained_rgb_loops_local			// Bump				
		fragmentMap		2		textures/darkmod/window/ornate/stained_rgb_loops			// Diffuse			
		fragmentMap		3		textures/darkmod/window/ornate/stained_rgb_loops_s			// Specular			
	}
}