textures/darkmod/window/square_pattern01_softlit
{

	glass
	noselfshadow
	qer_editorimage	textures/darkmod/window/square_pattern01_softlit_ed
	diffusemap		textures/darkmod/window/square_pattern01_softlit
	bumpmap			textures/darkmod/window/square_pattern01_local
	specularmap		textures/darkmod/window/square_pattern01_s
	{
		blend	add
		map	textures/darkmod/window/square_pattern01_softlit
		rgb		0.5
	}

	{   if ( parm11 > 0 )
        blend       gl_dst_color, gl_one
        map         _white
        rgb         0.40 * parm11
    }
    
	{   if ( parm11 > 0 )
        blend       add
        map         textures/darkmod/window/square_pattern01_softlit
        rgb         0.15 * parm11
    }

	// TDM Ambient Method Related
	{
		if (global5 == 1)
		blend add
		map				textures/darkmod/window/square_pattern01_softlit
		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/square_pattern01_local			// Bump
		fragmentMap		2		textures/darkmod/window/square_pattern01_softlit		// Diffuse
		fragmentMap		3		textures/darkmod/window/square_pattern01_s			// Specular
	}


}