//Effect: Glitter
material Glitter
{
	technique
	{
		//Rendering Pass: Single Pass (pass index: #0 )
		pass
		{
			//DirectX 9.0 HLSL Pixel Shader ps_2_0
			fragment_program_ref Effect_Workspace.Glitter.Single_Pass.Pixel_Shader
			{
				//Shader Constant: color
				param_indexed 1 float4 0.294737 0.035932 0.000000 0.000000
				//Shader Constant: glitterStrength
				param_indexed 2 float4 29.620798 0.0 0.0 0.0
				//Shader Constant: lightDir
				param_indexed 0 float4 0.599999 0.408248 -0.816497 0.000000
			}
			//DirectX 9.0 HLSL Vertex Shader vs_1_1
			vertex_program_ref Effect_Workspace.Glitter.Single_Pass.Vertex_Shader
			{
				//Shader Constant: view_matrix
				param_indexed_auto 4 view_matrix
				//Shader Constant: view_proj_matrix
				param_indexed_auto 0 viewproj_matrix
			}
			//Texture Stage 0
			//Noise: "..\Media\Textures\NoiseVolume.dds"
			//State: D3DSAMP_ADDRESSU, Value : D3DTADDRESS_WRAP
			//State: D3DSAMP_ADDRESSV, Value : D3DTADDRESS_WRAP
			//State: D3DSAMP_ADDRESSW, Value : D3DTADDRESS_WRAP
			//State: D3DSAMP_MAGFILTER, Value : D3DTEXF_LINEAR
			//State: D3DSAMP_MINFILTER, Value : D3DTEXF_LINEAR
			//State: D3DSAMP_MIPFILTER, Value : D3DTEXF_LINEAR
			texture_unit
			{
				texture NoiseVolume.dds 3d
				tex_address_mode wrap
				filtering linear linear linear
			}
		}
	}
}
