material PE/Lensflare
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend add
			
			diffuse vertexcolour

			texture_unit
			{
				texture flare.png
			}
		}
	}
}
material PE/FlarePointSprite
{
	technique
	{
		pass
		{
			lighting off
			scene_blend add
			depth_write off
			diffuse vertexcolour

			point_sprites on
			point_size 2
			point_size_attenuation on

			texture_unit
			{
				texture flare.png
			}
		}
	}
}

material PE/AlphaFlare
{
	technique
	{
		pass
		{
			lighting off
			scene_blend alpha_blend
			depth_write off
			diffuse vertexcolour

			texture_unit
			{
				texture flare_alpha.dds
			}
		}
	}
}


material PE/FlareTrail
{
	technique
	{
		pass
		{
			lighting off
			scene_blend add
			depth_write off

			texture_unit
			{
				texture flaretrail.png
			}
		}
	}
}


material PE/FlareTrail2
{
	technique
	{
		pass
		{
			lighting off
			scene_blend add
			depth_write off
			diffuse vertexcolour

			texture_unit
			{
				texture flaretrail2.png
			}
		}
	}
}











material PE/BigFlame
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend add

			texture_unit
			{
				texture bigflame.png
			}
		}
	}
}

material PE/Smoke
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend alpha_blend

			texture_unit
			{
				texture smoke2.png
			}
		}
	}
}

material PE/Smoke2
{
	technique
	{
		pass
		{
			lighting off
			scene_blend alpha_blend
			depth_write off
			diffuse vertexcolour

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

material PE/Explosion
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend add

			texture_unit
			{
				texture explosion.png
			}
		}
	}
}

material PE/Ringflare
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend add

			texture_unit
			{
				texture ring_flare.png
			}
		}
	}
}

material PE/Ringflare2
{
	technique
	{
		pass
		{
			lighting off
			depth_write off
			scene_blend add

			texture_unit
			{
				texture ring_flare2.png
			}
		}
	}
}



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

			texture_unit
			{
				texture streak.png
			}
		}
	}
}

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

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

material PE/Droplet
{
	technique
	{
		pass
		{
			emissive 0.3 0.3 0.3
			scene_blend colour_blend
			depth_write off
			diffuse vertexcolour
			lighting off

			texture_unit
			{
				texture basic_droplet.png
			}
		}
	}
}