

material PE/Lensflare
{

    technique
    {

        pass
        {
            diffuse vertexcolour
            scene_blend one one
            depth_write no
            lighting no

            texture_unit
            {
                texture flare.png
            }
        }
    }
}

material PE/FlarePointSprite
{

    technique
    {

        pass
        {
            diffuse vertexcolour
            scene_blend one one
            depth_write no
            lighting no
            point_size 2
            point_sprites yes
            point_size_attenuation true 0 1 0

            texture_unit
            {
                texture flare.png
            }
        }
    }
}

material PE/AlphaFlare
{

    technique
    {

        pass
        {
            diffuse vertexcolour
            scene_blend src_alpha one_minus_src_alpha
            depth_write no
            lighting no

            texture_unit
            {
                texture flare_alpha.dds
            }
        }
    }
}

material PE/FlareTrail
{

    technique
    {

        pass
        {
            scene_blend one one
            depth_write no
            lighting no

            texture_unit
            {
                texture flaretrail.png
            }
        }
    }
}

material PE/FlareTrail2
{

    technique
    {

        pass
        {
            diffuse vertexcolour
            scene_blend one one
            depth_write no
            lighting no

            texture_unit
            {
                texture flaretrail2.png
            }
        }
    }
}

material PE/BigFlame
{

    technique
    {

        pass
        {
            scene_blend one one
            depth_write no
            lighting no

            texture_unit
            {
                texture bigflame.png
            }
        }
    }
}

material PE/Smoke
{

    technique
    {

        pass
        {
            scene_blend src_alpha one_minus_src_alpha
            depth_write no
            lighting no

            texture_unit
            {
                texture smoke2.png
            }
        }
    }
}

material PE/Smoke2
{

    technique
    {

        pass
        {
            diffuse vertexcolour
            scene_blend src_alpha one_minus_src_alpha
            depth_write no
            lighting no

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

material PE/Explosion
{

    technique
    {

        pass
        {
            scene_blend one one
            depth_write no
            lighting no

            texture_unit
            {
                texture explosion.png
            }
        }
    }
}

material PE/Ringflare
{

    technique
    {

        pass
        {
            scene_blend one one
            depth_write no
            lighting no

            texture_unit
            {
                texture ring_flare.png
            }
        }
    }
}

material PE/Ringflare2
{

    technique
    {

        pass
        {
            scene_blend one one
            depth_write no
            lighting no

            texture_unit
            {
                texture ring_flare2.png
            }
        }
    }
}

material PE/Streak
{

    technique
    {

        pass
        {
            scene_blend one one
            depth_write no
            lighting no

            texture_unit
            {
                texture streak.png
            }
        }
    }
}

material PE/Aureola
{

    technique
    {

        pass
        {
            scene_blend src_alpha one_minus_src_alpha
            depth_write no
            cull_hardware none
            lighting no

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

material PE/Droplet
{

    technique
    {

        pass
        {
            diffuse vertexcolour
            emissive 0.3 0.3 0.3 1
            scene_blend src_colour one_minus_src_colour
            depth_write no
            lighting no

            texture_unit
            {
                texture basic_droplet.png
            }
        }
    }
}