////////////////////////////////////////////////////////////////////////////
//
//  Crytek Engine Source File.
//  Fragment Program
//  Copyright (C), Crytek Studios, 2001-2004.
// -------------------------------------------------------------------------
//  File name:   Lights.csl
//  Version:     v1.00
//  Created:     11/2/2004 by Andrey Honich.
//  Compilers:   
//  Description: 
// -------------------------------------------------------------------------
//  History:
//
////////////////////////////////////////////////////////////////////////////

Shader 'gunship_light_b'
(
  Params
  {
    Sort = Nearest
    NoLight
  }

  ClientEffect 'Corona'
  {
    RGBStyle = FromLight
    Scale = 0.03 
    DistFactor=0
    Map = lens/humvee_backlight
    Importance = 0    
  }
  EvalLight
  {
    Style = 7
	  UpdateStyle = Intensity
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'gunship_light'
(
  Params
  {
    Sort = Nearest
    NoLight
  }

  ClientEffect 'Corona'
  {
    RGBStyle = FromLight
    Scale = 0.25 
    DistFactor=0
    Map = lens/humvee_backlight
    Importance = 0    
  }
  EvalLight
  {
    Style = 7
	  UpdateStyle = Intensity
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'gunship_light_yellow'
(
  Params
  {
    Sort = Nearest
    NoLight
  }

  ClientEffect 'Corona'
  {
    RGBStyle = FromLight
    Scale = 0.25 
    DistFactor=0
    Map = lens/humvee_backlight_yellow
    Importance = 0    
  }
  EvalLight
  {
    Style = 6
	  UpdateStyle = Intensity
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'humvee_backlight'
(
  Params
  {
    Sort = Nearest
  }

  ClientEffect 'Corona'
  {    
    RGBStyle 'Fixed' (1 1 1 1)
    Scale = 0.25 
    DistFactor=0
    Map = lens/humvee_backlight    
    Importance = 0    
  }
  
  Layer '0'
  (
    Map = $None
  )
)

Shader 'humvee_frontlight'
(
  Params
  {
    Sort = Nearest
  }

  ClientEffect 'Corona'
  {
    
    RGBStyle 'Fixed' (1 1 1 0.5)
    Scale = 1.5

    Blind
    SizeBlindScale = 1  // BlindSize = Clamp(fDot*SizeBlindScale+SizeBlindBias, 0, 1);
    SizeBlindBias = 0.4
    IntensBlindScale = 1  // BlindIntensity = Clamp(fDot*IntensBlindScale+IntensBlindBias, 0, 1);
    IntensBlindBias = 0.4

    DistFactor=0.2
    Map = lens/humvee_frontlight
      
    Importance = 0    
  }
  
  Layer '0'
  (
    Map = $None
  )
)


Shader 'GlowingMoon'
(
  Params
  {
    Sort = Nearest
  }
  
  ClientEffect 'Corona'
  {
    RGBStyle 'Fixed' (0.6 0.6 0.6 1)
	  Scale = 0.05
	  MinLight = 0.05
	  Map = Textures/Lights/Moon
  }
  Layer '0'
  (
    Map = $None
  )
)


Shader 'GlowingMonkeyEyes'
(
  Params
  {
    Sort = Nearest
    NoLight
  }
  
  ClientEffect 'Corona'
  {
    RGBStyle 'Fixed' (1 0.9 0.8 0.5)
    Scale = 0.02
    DistFactor=0
    Map = lens/glow
  }
  Layer '0'
  (
    Map = $None
  )
)


Shader 'Flare1'
(
  Params
  {
    Sort = Nearest
  }

  ClientEffect 'Corona'
  {
    RGBStyle 'Fixed' (1 1 1 1)
    Scale = 0.5 
    //DistFactor=0
    Map = lens/lens2
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'Flare2'
(
  Params
  {
    Sort = Nearest
  }

  ClientEffect 'Corona'
  {
    RGBStyle 'Fixed' (1 1 1 0.5)
    Scale = 0.35 
    //DistFactor=0
    Map = lens/lens2
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'Flare3'
(
  Params
  {
    Sort = Nearest
  }

  ClientEffect 'Corona'
  {
    RGBStyle 'Fixed' (1 0.64 0.29 0.5)
    Scale = 0.15 
    DistFactor=1
    Map = lens/lens2
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'Flare4'
(
  Params
  {
    Sort = Nearest
  }

  ClientEffect 'Corona'
  {
    RGBStyle 'Fixed' (1 0.74 0.28 1)
    Scale = 0.03 
    //DistFactor=0
    Map = lens/lens2
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'Flare5'
(
  Params
  {
    Sort = Nearest
  }

  ClientEffect 'Corona'
  {
    RGBStyle 'Fixed' (1 0.74 0.28 1)
    Scale = 0.06 
    //DistFactor=0
    Map = lens/lens2
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'Flare6'
(
  Params
  {
    Sort = Nearest
  }

  ClientEffect 'Corona'
  {
    RGBStyle 'Fixed' (0.69 0.89 0.76 1)
    Scale = 0.06 
    //DistFactor=0
    Map = lens/lens2
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'Flare7'
(
  Params
  {
    Sort = Nearest
  }

  ClientEffect 'Corona'
  {
    RGBStyle 'Fixed' (0.45 0.76 1 1)
    Scale = 0.06 
    //DistFactor=0
    Map = lens/lens2
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'Flare8'
(
  Params
  {
    Sort = Nearest
  }

  ClientEffect 'Corona'
  {
    RGBStyle 'Fixed' (1 0.96 0.52 1)
    Scale = 0.06 
    //DistFactor=0
    Map = lens/lens2
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'Flare9'
(
  Params
  {
    Sort = Nearest
  }

  ClientEffect 'Corona'
  {
    RGBStyle 'Fixed' (0.16 1.0 0.64 1)
    Scale = 0.15 
    //DistFactor=0
    Map = lens/lens2
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'Flare10'
(
  Params
  {
    Sort = Nearest
  }

  ClientEffect 'Corona'
  {
    RGBStyle 'Fixed' (0.48 0.77 0.63 1)
    Scale = 0.15 
    //DistFactor=0
    Map = lens/lens2
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'Flare11'
(
  Params
  {
    Sort = Nearest
  }

  ClientEffect 'Corona'
  {
    RGBStyle 'Fixed' (0.67 0.79 0.47 1)
    Scale = 0.15 
    //DistFactor=0
    Map = lens/lens2
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'Flare12'
(
  Params
  {
    Sort = Nearest
  }

  ClientEffect 'Corona'
  {
    RGBStyle 'Fixed' (0.16 1.0 0.64 1)
    Scale = 0.08 
    DistFactor=0.5
    Map = lens/lens2
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'Flare13'
(
  Params
  {
    Sort = Nearest
  }

  ClientEffect 'Corona'
  {
    RGBStyle 'Fixed' (0.87 0.23 0.21 1)
    Scale = 0.08 
    DistFactor=0.5
    Map = lens/lens2
  }
  Layer '0'
  (s
    Map = $None
  )
)


Shader 'Flare14'
(
  Params
  {
    Sort = Nearest
  }

  ClientEffect 'Corona'
  {
    RGBStyle 'Fixed' (0.82 0.74 0.38 1.2)
    Scale = 0.4 
    DistFactor=0.7
    Map = lens/lens2
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'Flare15'
(
  Params
  {
    Sort = Nearest
  }

  ClientEffect 'Corona'
  {
    RGBStyle 'Fixed' (0.95 0.80 0.58 1.2)
    Scale = 0.4 
    DistFactor=0.7
    Map = lens/lens2
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'Flare16'
(
  Params
  {
    Sort = Nearest
  }

  ClientEffect 'Corona'
  {
    RGBStyle 'Fixed' (0.13 0.94 0.89 1)
    Scale = 0.5 
    DistFactor=0.6
    Map = lens/14
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'Flare17'
(
  Params
  {
    Sort = Nearest
  }

  ClientEffect 'Corona'
  {
    RGBStyle 'Fixed' (0.87 0.80 0.57 1)
    Scale = 0.06 
    //DistFactor=0
    Map = lens/14
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'Flare18'
(
  Params
  {
    Sort = Nearest
  }

  ClientEffect 'Corona'
  {
    RGBStyle 'Fixed' (1 1 1 0.5)
    Scale = 0.25 
    DistFactor=0.5
    Map = lens/lens2
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'Flare1NoLight'
(
  Params
  {
    Sort = Nearest
    NoLight
  }
  
  ClientEffect 'Corona'
  {
    RGBStyle = FromLight
    Scale = 0.5 
    //DistFactor=0
    Map = lens/lens2
  }
  Layer '0'
  (
    Map = $None
  )
)



Shader 'Flare_glow_small_NoRealLight'
(
  Params
  {
    Sort = Nearest
    NoLight
  }
  
  ClientEffect 'Corona'
  {
    RGBStyle = FromLight
    Scale = 0.1 
    //DistFactor=0
    Map = lens/lens2
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'ScopeFlare'
(
  Params
  {
    Sort = Nearest
    NoLight
  }  

  ClientEffect 'Corona'
  {    
    RGBStyle = FromLight
    Scale = 0.2
    DistFactor=1.2
    //Importance = 0
    //FadeTime = 0.0001
    VisAreaScale = 0.25
    
    Layer
    (
      Map = lens/scope_flare
      Blend 'ONE ONE'
      NoDepthTest      
      TexColorOp = Modulate2x
      TexColorArg0 = Texture
      TexColorArg1 = Diffuse
    )
  }
  
  Layer '0'
  (
    Map = $None
  )
)

Shader 'FlarelampNoLight'
(
  Params
  {
    Sort = Nearest
    NoLight
  }
  
  ClientEffect 'Corona'
  {
    RGBStyle 'Fixed' (1 0.9 0.8 0.5)
    Scale = 0.1
    DistFactor=1
    Map = lens/6
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'FlarelampNoLight_red'
(
  Params
  {
    Sort = Nearest
    NoLight
  }
  
  ClientEffect 'Corona'
  {
    RGBStyle 'Fixed' (1 0 0 1)
    Scale = 0.2
    DistFactor=0.8
    Map = lens/glow
  }
  Layer '0'
  (
    Map = $None
  )
)


Shader 'FlarelampNoLight_cyan'
(
  Params
  {
    Sort = Nearest
    NoLight
  }
  
  ClientEffect 'Corona'
  {
    RGBStyle 'Fixed' (0 0.8 1 1)
    Scale = 0.2
    DistFactor=0.8
    Map = lens/glow
  }
  Layer '0'
  (
    Map = $None
  )
)


Shader 'FlareSurge'
(
  Params
  {
    Sort = Nearest
    NoLight
  }
  
  ClientEffect 'Corona'
  {
    RGBStyle 'Fixed' (1 1 1 1)
    Scale = 0.25 
    DistFactor=0
    Map = lens/scanner_light
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'FlarelampNoLight_white'
(
  Params
  {
    Sort = Nearest
    NoLight
  }
  
  ClientEffect 'Corona'
  {
    RGBStyle 'Fixed' (1 1 1 1)
    Scale = 0.2
    DistFactor=0.8
    Map = lens/glow
  }
  Layer '0'
  (
    Map = $None
  )
)


Shader 'FlarelampNoLight_yellow'
(
  Params
  {
    Sort = Nearest
    NoLight
  }
  
  ClientEffect 'Corona'
  {
    RGBStyle 'Fixed' (1 0.95 0.89 0.8)
    Scale = 0.2
    DistFactor=0.8
    Map = lens/glow
  }
  Layer '0'
  (
    Map = $None
  )
)


Shader 'projector'
(
  Params
  {
    Sort = Nearest
  }

  ClientEffect 'Corona'
  {
    RGBStyle 'Fixed' (1 1 1 0.1)
    Scale = 0.3
    //DistFactor=0
    Map = lens/lens2
  }
  Layer '0'
  (
    Map = $None
  )
)


Shader 'projectorblue'
(
  Params
  {
    Sort = Nearest
  }

  ClientEffect 'Corona'
  {
    RGBStyle 'Fixed' (0.45 0.55 0.55 0.1)
    Scale = 0.13
    //DistFactor=0
    Map = lens/lens2
  }
  Layer '0'
  (
    Map = $None
  )
)


Shader 'projectorweak'
(
  Params
  {
    Sort = Nearest
  }

  ClientEffect 'Corona'
  {
    RGBStyle 'Fixed' (1 1 1 0.1)
    Scale = 0.13
    //DistFactor=0
    Map = lens/lens2
  }
  Layer '0'
  (
    Map = $None
  )
)


Shader 'Flarelamp'
(
  Params
  {
    Sort = Nearest
  }

  ClientEffect 'Corona'
  {
    RGBStyle 'Fixed' (1 1 1 0.5)
    Scale = 0.2
    Blind
    //DistFactor=0
    Map = lens/lamp1
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'Flarelamp2'
(
  Params
  {
    Sort = Nearest
  }

  ClientEffect 'Corona'
  {
    RGBStyle 'Fixed' (1 1 1 0.5)
    Scale = 1
    DistFactor=0.2
    Map = lens/lamp1
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'WW2_Bunker_Lamp_Flare01'
(
  Params
  {
    Sort = Nearest
  }

  ClientEffect 'Corona'
  {
    RGBStyle 'Fixed' (0.1 0.1 0.1 0.5)
    Scale = 0.3
    DistFactor=0.2
    Map = lens/GK_Flare_01
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'WW2_Bunker_Lamp_Flare02'
(
  Params
  {
    Sort = Nearest
  }

  ClientEffect 'Corona'
  {
    RGBStyle 'Fixed' (0.15 0.15 0.15 0.5)
    Scale = 0.3
    DistFactor=0.2
    Map = lens/GK_Flare_01
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'Flarelampvertical'
(
  Params
  {
    Sort = Nearest
  }

  ClientEffect 'Corona'
  {
    
    RGBStyle 'Fixed' (1 1 1 0.5)
    Scale = 0.2
    //DistFactor=0
    Map = lens/lamp1vertical
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'Flarelamp3'
(
  Params
  {
    Sort = Nearest
  }

  ClientEffect 'Corona'
  {
    RGBStyle 'Fixed' (0.6 0.6 0.6 0.5)
    Scale = 0.5
    DistFactor=0.2
    Map = lens/lamp1
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'Flarescanner'
(
  Params
  {
    Sort = Nearest
  }

  ClientEffect 'Corona'
  {
    RGBStyle 'Fixed' (1 1 1 0.5)
    Scale = 0.15
    DistFactor=1
    Map = lens/sflare2
  }
  Layer '0'
  (
    Map = $None
  )
)



Shader 'Sun_Midday'
(
  Params
  {
    Sort = Nearest
  }
  
  ClientEffect 'Corona'
  {
    RGBStyle 'Fixed' (1.0 1.0 0.0 1)
	  Scale = 1.2
	  MinLight = 0.1
	  Map = Textures/Sun
  }
  Layer '0'
  (
    Map = $None
  )
)




Shader 'Sun_Evening'
(
  Params
  {
    Sort = Nearest
  }
  
  ClientEffect 'Corona'
  {
    RGBStyle 'Fixed' (1 0.7 0.46 1)
	  Scale = 0.2
	  MinLight = 0.1
	  Map = Textures/Sun
  }
  Layer '0'
  (
    Map = $None
  )
)



Shader 'CryLight'
(
  Params
  {
    Sort = Nearest
  }

  CurFlare = SunFlare01
  
  ClientEffect 'Corona'
  {
    RGBStyle 'Fixed' (1.0 1.0 1.0 1)
	  Scale = 1.2
	  MinLight = 0.1
	  Map = Textures/Sun
    //RGBStyle 'Fixed' (0.6 0.6 0.6 1)
	  //Scale = 0.3
	  //MinLight = 0.1
	  //Map = Textures/_Lights/grad
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'Flare_training'
(
  Params
  {
    Sort = Nearest
  }
  
  ClientEffect 'Corona'
  {
    RGBStyle 'Fixed' (0.5 0.4 0.3 1)
	  Scale = 0.3
	  MinLight = 0.1
	  Map = Textures/Sun
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightBlank'
(
  Params
  {
    Sort = Nearest
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightBeam'
(
  Params
  {
    Sort = SeeThrough
  }
/*  
  EvalLight
  {
    Style = 0
	  UpdateStyle = Intensity
	  ProjRotate
	  (
	    Comp 'time 0'
      Comp 'Wave'
      {
          Type = sin
          Level = 30.0
          Amp = 40
          Phase = 0.0
          Freq = 0.10
      }
	    Comp 'time 0'
	   )
  }
*/  
  ClientEffect 'Corona'
  {
    RGBStyle 'Fixed' (1 1 1 0.5)
    Scale = 2
    Blind
    SizeBlindScale = 1  // BlindSize = Clamp(fDot*SizeBlindScale+SizeBlindBias, 0, 1);
    SizeBlindBias = 0
    IntensBlindScale = 1  // BlindIntensity = Clamp(fDot*IntensBlindScale+IntensBlindBias, 0, 1);
    IntensBlindBias = 0
    DistFactor=1
    DistIntensityFactor=1
    Map = lens/lenz_e5
  }
  /*ClientEffect 'Beam'
  {
    Model = objects/indoor/lights/beam.cgf
    LightStyle = 0
	StartRadius = 0.05
	EndRadius = 10.7
	Length = 22
	StartColor (1 1 1 0.9f)
	EndColor (1 1 1 -0.1)
  }*/
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightBeamTest'
(
  Params
  {
    Sort = SeeThrough
  }
  /*ClientEffect 'Corona'
  {
    RGBStyle 'Fixed' (1 1 1 0.5)
    Scale = 2
    Blind
    SizeBlindScale = 1  // BlindSize = Clamp(fDot*SizeBlindScale+SizeBlindBias, 0, 1);
    SizeBlindBias = 0
    IntensBlindScale = 1  // BlindIntensity = Clamp(fDot*IntensBlindScale+IntensBlindBias, 0, 1);
    IntensBlindBias = 0
    DistFactor=1
    DistIntensityFactor=1
    Map = lens/lenz_e5
  }*/
  ClientEffect 'Beam'
  {
    Model = objects/indoor/lights/beam.cgf
    LightStyle = 0
	StartRadius = 0.05
	EndRadius = 10.7
	Length = 22
	StartColor (1 1 1 0.9f)
	EndColor (1 1 1 -0.1)
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightBeamHangingGreen'
(
  Params
  {
    Sort = SeeThrough
  }
  ClientEffect 'Beam'
  {
    Model = objects/indoor/lights/beam.cgf
    LightStyle = 1
	  StartRadius = 0.18
	  EndRadius = 5
	  Length = 12
	  StartColor (0.66 0.85 0.63 0.4f)
	  EndColor (0.26 0.45 0.23 -0.3)
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightBeamHangingYellow'
(
  Params
  {
    Sort = SeeThrough
  }
  ClientEffect 'Beam'
  {
    Model = objects/indoor/lights/beam.cgf
    LightStyle = 1
	  StartRadius = 0.2
	  EndRadius = 7
	  Length = 12
	  StartColor (0.99 0.98 0.82 0.4f)
	  EndColor (0.59 0.58 0.42 -0.3)
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightBeamHangingYellow_Flare'
(
  Params
  {
    Sort = SeeThrough
  }
  ClientEffect 'Beam'
  {
    Model = objects/indoor/lights/beam.cgf
    LightStyle = 1
	  StartRadius = 0.2
	  EndRadius = 7
	  Length = 12
	  StartColor (0.99 0.95 0.42 0.4f)
	  EndColor (0.59 0.58 0.42 -0.3)
  }
  ClientEffect 'Corona'
  {
    RGBStyle = FromLight
    Scale = 0.3
    DistFactor=0.7
    Map = lens/glow2
  }

  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightBeamHangingYellow02'
(
  Params
  {
    Sort = SeeThrough
  }
  ClientEffect 'Beam'
  {
    Model = objects/indoor/lights/beam.cgf
    LightStyle = 1
	  StartRadius = 0.2
	  EndRadius = 3
	  Length = 8
	  StartColor (0.99 0.98 0.82 0.4f)
	  EndColor (0.59 0.58 0.42 -0.3)
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightBeamHangingYellow03'
(
  Params
  {
    Sort = SeeThrough
  }
  ClientEffect 'Beam'
  {
    Model = objects/indoor/lights/beam.cgf
    LightStyle = 1
	  StartRadius = 0.2
	  EndRadius = 1.5
	  Length = 4.5
	  StartColor (0.99 0.98 0.82 0.4f)
	  EndColor (0.59 0.58 0.42 -0.3)
  }
  Layer '0'
  (
    Map = $None
  )
)


Shader 'LightBeamHangingYellow04'
(
  Params
  {
    Sort = SeeThrough
  }
  ClientEffect 'Beam'
  {
    Model = objects/indoor/lights/beam.cgf
    LightStyle = 1
	  StartRadius = 0.2
	  EndRadius = 4.5
	  Length = 4.5
	  StartColor (0.85 0.74 0.36 0.9f)
	  EndColor (0.75 0.64 0.26 -0.3)
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightBeamHangingYellow05'
(
  Params
  {
    Sort = SeeThrough
  }
  ClientEffect 'Beam'
  {
    Model = objects/indoor/lights/beam.cgf
    LightStyle = 1
	  StartRadius = 0.2
	  EndRadius = 2.5
	  Length = 2.75
	  StartColor (0.55 0.50 0.21 2.5f)
	  EndColor (0.59 0.58 0.42 -0.3)
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightBeamHangingYellow06'
(
  Params
  {
    Sort = SeeThrough
  }
  ClientEffect 'Beam'
  {
    Model = objects/indoor/lights/beam.cgf
    LightStyle = 1
	  StartRadius = 0.2
	  EndRadius = 0.75
	  Length = 6
	  StartColor (0.99 0.98 0.82 1.4f)
	  EndColor (0.59 0.58 0.42 -0.3)
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightBeamHangingYellow07'
(
  Params
  {
    Sort = SeeThrough
  }
  ClientEffect 'Beam'
  {
    Model = objects/indoor/lights/beam.cgf
    LightStyle = 1
	  StartRadius = 0.2
	  EndRadius = 3.5
	  Length = 3.5
	  StartColor (0.85 0.74 0.36 0.9f)
	  EndColor (0.75 0.64 0.26 -0.3)
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightBeamHangingYellow08'
(
  Params
  {
    Sort = SeeThrough
  }
  ClientEffect 'Beam'
  {
    Model = objects/indoor/lights/beam.cgf
    LightStyle = 1
	  StartRadius = 0.2
	  EndRadius = 7
	  Length = 12
	  StartColor (0.86 0.85 0.57 0.4f)
	  EndColor (0.80 0.77 0.65 -0.3)
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightBeamblue'
(
  Params
  {
    Sort = SeeThrough
  }
  ClientEffect 'Beam'
  {
    Model = objects/indoor/lights/beam.cgf
    LightStyle = 1
	  StartRadius = 0.05
	  EndRadius = 4.2
	  Length = 5
	  StartColor (0.417 0.656 0.851 0.4f)
	  EndColor (0.45 0.67 0.83 -0.3)
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightBeamblue02'
(
  Params
  {
    Sort = SeeThrough
  }
  ClientEffect 'Beam'
  {
    Model = objects/indoor/lights/beam.cgf
    LightStyle = 1
	  StartRadius = 0.1
	  EndRadius = 3
	  Length = 8
	  StartColor (0.417 0.656 0.851 0.4f)
	  EndColor (0.45 0.67 0.83 -0.3)
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightBeamblue03'
(
  Params
  {
    Sort = SeeThrough
  }
  ClientEffect 'Beam'
  {
    Model = objects/indoor/lights/beam.cgf
    LightStyle = 1
	  StartRadius = 0.1
	  EndRadius = 2.5
	  Length = 6
	  StartColor (0.417 0.656 0.851 1.9f)
	  EndColor (0.45 0.67 0.83 -0.3)
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightBeamblue04'
(
  Params
  {
    Sort = SeeThrough
  }
  ClientEffect 'Beam'
  {
    Model = objects/indoor/lights/beam.cgf
    LightStyle = 1
	  StartRadius = 0.2
	  EndRadius = 2.25
	  Length = 6
	  StartColor (0.417 0.656 0.851 1.9f)
	  EndColor (0.45 0.67 0.83 -0.3)
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightBeamblue05'
(
  Params
  {
    Sort = SeeThrough
  }
  ClientEffect 'Beam'
  {
    Model = objects/indoor/lights/beam.cgf
    LightStyle = 1
	  StartRadius = 0.1
	  EndRadius = 1
	  Length = 2.5
	  StartColor (0.417 0.656 0.851 1.9f)
	  EndColor (0.45 0.67 0.83 -0.3)
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightBeamblue06x'
(
  Params
  {
    Sort = SeeThrough
  }
  ClientEffect 'Corona'
  {
    RGBStyle 'Fixed' (0.6 0.6 0.6 1)
//   Oversleeped
	  Scale = 0.2
	  MinLight = 0.1
	  Map = Textures/lens/28
  }
  ClientEffect 'Beam'
  {
    Model = objects/indoor/lights/beam.cgf
    LightStyle = 4
	  StartRadius = 0.1
	  EndRadius = 1
	  Length = 7
	  StartColor (0.54 0.50 1.0 1.0f)
	  EndColor (0.34 0.30 0.8 -0.3)
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightBeamblue06'
(
  Params
  {
    Sort = SeeThrough
  }
  ClientEffect 'Beam'
  {
    Model = objects/indoor/lights/beam.cgf
    LightStyle = 4
	  StartRadius = 0.1
	  EndRadius = 1
	  Length = 7
	  StartColor (0.54 0.50 1.0 1.0f)
	  EndColor (0.34 0.30 0.8 -0.3)
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightBeamblue07'
(
  Params
  {
    Sort = SeeThrough
  }
  ClientEffect 'Beam'
  {
    Model = objects/indoor/lights/beam.cgf
    LightStyle = 1
	  StartRadius = 0.1
	  EndRadius = 1
	  Length = 3.5
	  StartColor (0.54 0.50 1.0 1.0f)
	  EndColor (0.34 0.30 0.8 -0.3)
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightBeamblue08'
(
  Params
  {
    Sort = SeeThrough
  }
  ClientEffect 'Beam'
  {
    Model = objects/indoor/lights/beam.cgf
    LightStyle = 1
	  StartRadius = 0.1
	  EndRadius = 1.5
	  Length = 5.5
	  StartColor (0.54 0.50 1.0 1.0f)
	  EndColor (0.34 0.30 0.8 -0.3)
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightBeamblue09'
(
  Params
  {
    Sort = SeeThrough
  }
  ClientEffect 'Beam'
  {
    Model = objects/indoor/lights/beam.cgf
    LightStyle = 1
	  StartRadius = 0.19
	  EndRadius = 1.75
	  Length = 3.5
	  StartColor (0.417 0.656 0.851 1.9f)
	  EndColor (0.45 0.67 0.83 -0.3)
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightBeamblue10'
(
  Params
  {
    Sort = SeeThrough
  }
  ClientEffect 'Beam'
  {
    Model = objects/indoor/lights/beam.cgf
    LightStyle = 1
	  StartRadius = 0.19
	  EndRadius = 1.09375
	  Length = 2.1875
	  StartColor (0.417 0.656 0.851 1.9f)
	  EndColor (0.45 0.67 0.83 -0.3)
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightBeamblue11'
(
  Params
  {
    Sort = SeeThrough
  }
  ClientEffect 'Beam'
  {
    Model = objects/indoor/lights/beam.cgf
    LightStyle = 4
	  StartRadius = 0.1
	  EndRadius = 1
	  Length = 7
	  StartColor (0.49 0.73 0.84 1.0f)
	  EndColor (0.29 0.53 0.64 -0.3)
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightBeamblue12'
(
  Params
  {
    Sort = SeeThrough
  }
  ClientEffect 'Beam'
  {
    Model = objects/indoor/lights/beam.cgf
    LightStyle = 1
	  StartRadius = 0.2
	  EndRadius = 2.5
	  Length = 3
	  StartColor (0.417 0.656 0.851 0.9f)
	  EndColor (0.45 0.67 0.83 -0.3)
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightBeamRed01'
(
  Params
  {
    Sort = SeeThrough
  }
  ClientEffect 'Beam'
  {
    Model = objects/indoor/lights/beam.cgf
    LightStyle = 4
	  StartRadius = 0.1
	  EndRadius = 3
	  Length = 13
	  StartColor (0.34 0.80 0.94 1.0f)
	  EndColor (0.74 0.00 0.00 -0.3)
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightBeamRed02'
(
  Params
  {
    Sort = SeeThrough
  }
  ClientEffect 'Beam'
  {
    Model = objects/indoor/lights/beam.cgf
    LightStyle = 4
	  StartRadius = 0.1
	  EndRadius = 6
	  Length = 26
	  StartColor (0.96 0.42 0.18 1.0f)
	  EndColor (0.74 0.00 0.00 -0.3)
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightBeamwhite01'
(
  Params
  {
    Sort = SeeThrough
  }
  ClientEffect 'Beam'
  {
    Model = objects/indoor/lights/beam.cgf
    LightStyle = 1
	  StartRadius = 0.1
	  EndRadius = 1.75
	  Length = 7
	  StartColor (1.0 1.0 1.0 1.5f)
	  EndColor (0.7 0.7 0.7 -0.3)
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightBeamwhite02'
(
  Params
  {
    Sort = SeeThrough
  }
  ClientEffect 'Beam'
  {
    Model = objects/indoor/lights/beam.cgf
    LightStyle = 1
	  StartRadius = 0.1
	  EndRadius = 4.5
	  Length = 15
	  StartColor (1.0 1.0 1.0 0.2f)
	  EndColor (0.7 0.7 0.7 -0.3)
  }
  Layer '0'
  (
    Map = $None
  )
)


Shader 'LightBeamwhite02bis'
(
  Params
  {
    Sort = SeeThrough
  }
  ClientEffect 'Beam'
  {
    Model = objects/indoor/lights/beam.cgf
    LightStyle = 1
	  StartRadius = 3
	  EndRadius = 10
	  Length = 60
	  StartColor (1.0 1.0 1.0 0.6f)
	  EndColor (0.7 0.7 0.7 -0.3)
  }
  Layer '0'
  (
    Map = $None
  )
)



Shader 'LightBeamwhite02bisbis'
(
  Params
  {
    Sort = SeeThrough
  }
  ClientEffect 'Beam'
  {
    Model = objects/indoor/lights/beam.cgf
    LightStyle = 1
	  StartRadius = 1
	  EndRadius = 5
	  Length = 40
	  StartColor (1.0 1.0 1.0 0.6f)
	  EndColor (0.7 0.7 0.7 -0.3)
  }
  Layer '0'
  (
    Map = $None
  )
)


Shader 'LightBeamwhite03'
(
  Params
  {
    Sort = SeeThrough
  }
  ClientEffect 'Beam'
  {
    Model = objects/indoor/lights/beam.cgf
    LightStyle = 1
	  StartRadius = 0.1
	  EndRadius = 1
	  Length = 4
	  StartColor (1.0 1.0 1.0 0.9f)
	  EndColor (0.7 0.7 0.7 -0.3)
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightBeamwhite04'
(
  Params
  {
    Sort = SeeThrough
  }
  ClientEffect 'Beam'
  {
    Model = objects/indoor/lights/beam.cgf
    LightStyle = 1
	  StartRadius = 0.13
	  EndRadius = 1
	  Length = 3.5
	  StartColor (0.9 0.9 1.0 1.9f)
	  EndColor (0.7 0.7 0.7 -0.0)
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightBeamgray'
(
  Params
  {
    Sort = SeeThrough
  }
  ClientEffect 'Beam'
  {
    Model = objects/indoor/lights/beam.cgf
    LightStyle = 1
	  StartRadius = 0.25
	  EndRadius = 4.4
	  Length = 5
	  StartColor (0.66 0.74 0.62 0.4f)
	  EndColor (0.66 0.74 0.62 -0.3)
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightBeamPrison'
(
  Params
  {
    Sort = SeeThrough
  }
  ClientEffect 'Beam'
  {
    Model = objects/indoor/lights/beam.cgf
    LightStyle = 1
	  StartRadius = 0.45
	  EndRadius = 6
	  Length = 10
	  StartColor (0.417 0.656 0.851 0.4f)
	  EndColor (0.45 0.67 0.83 -0.3)
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightBeamGuardTower'
(
  Params
  {
    Sort = SeeThrough
  }
  ClientEffect 'Beam'
  {
    Model = objects/indoor/lights/beam.cgf
    LightStyle = 1
	  StartRadius = 0.1
	  EndRadius = 1.5
	  Length = 5
	  StartColor (0.7 0.7 0.55 0.4f)
	  EndColor (0.6 0.6 0.5 -0.3)
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightBeamArena'
(
  Params
  {
    Sort = SeeThrough
  }
  ClientEffect 'Beam'
  {
    Model = objects/indoor/lights/beam.cgf
    LightStyle = 1
	  StartRadius = 0.1
	  EndRadius = 4.2
	  Length = 15
	  StartColor (0.417 0.656 0.851 0.4f)
	  EndColor (0.45 0.67 0.83 -0.3)
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightExample'
(
  Params
  {
    Sort = SeeThrough
  }
  //CurFlare = SunFlare01
  /*ClientEffect 'Corona'
  {
    RGBStyle 'Fixed' (1 1 1 1)
	  Scale = 0.5
	  Map = lens/new2
  	RGBStyle = FromLight
  }*/
  EvalLight
  {
    //Style = 7
  	UpdateStyle = Intensity
	  ProjRotate
	  (
	    Comp 'time 100'
	    Comp 'time 150'
      Comp 'Wave'
      {
        Type = Sin
        Level = 0
        Amp = 1000
        Phase = 0
        Freq = 0.01
      }
	  )
	  LightRotate (20 0 0)   // (Yaw Pitch Roll)
	  LightPos (10 0 0)
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightExampleMove'
(
  Params
  {
    Sort = Nearest
  }
  ClientEffect 'Corona'
  {
    RGBStyle 'FromLight'
	  Scale = 0.1
	  Map = lens/new2
  	RGBStyle = FromLight
  }
  EvalLight
  {
    Style = 0
	  UpdateStyle = Intensity
	  LightPos (0 1 0)
	  LightMove 'Wave'
	  {
	    Direction (1 0 0)
	    Wave
	    {
	      Type = Sin
	      Level = 0
	      Amp = 4
	      Phase = 2
	      Freq = 0.15
	    }
	  }
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightSpinning'
(
  Params
  {
    Sort = Nearest
  }
  EvalLight
  {
    Style = 0
  	//UpdateStyle = Intensity
	  ProjRotate
	  (
	    Comp = 0
	    Comp = 0
	    Comp 'time 50'
	  )
	  LightRotate (20 0 0)   // (Yaw Pitch Roll)
	  LightPos (20 0 0)
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'Light_23'
(
  Params
  {
    Sort = Nearest
  }
  EvalLight
  {
    Style = 23
  	UpdateStyle = Intensity
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightSpinning15'
(
  Params
  {
    Sort = Nearest
  }
  EvalLight
  {
    Style = 15
  	//UpdateStyle = Intensity
	  ProjRotate
	  (
	    Comp 'time 10'
      Comp 'Wave'
      {
          Type = sin
          Level = 30.0
          Amp = 80
          Phase = 0.0
          Freq = 0.10
      }
	    Comp 'time 20'
	   )
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightStyle4'
(
  Params
  {
    Sort = Nearest
  }
  EvalLight
  {
    Style = 4
	  UpdateStyle = Color
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightStyle6'
(
  Params
  {
    Sort = Nearest
  }
  EvalLight
  {
    Style = 6
	  UpdateStyle = Intensity
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightStyle6Flare'
(
  Params
  {
    Sort = Nearest
    NoLight
  }
  
  ClientEffect 'Corona'
  {
  	RGBStyle = FromLight
    Scale = 0.15 
    //DistFactor=0
    Map = OBJECTS\Buildings\Gallery\tex\lights\lenz_e5.jpg 
  }
  EvalLight
  {
    Style = 6
	  UpdateStyle = Intensity
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightStyle28'
(
  Params
  {
    Sort = Nearest
  }
  EvalLight
  {
    Style = 28
	  UpdateStyle = Intensity
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightOn'
(
  EvalLight
  {
    Style = 12
	UpdateStyle = Intensity
	ProjRotate (Comp = 0 Comp = 0 Comp = 20)
	LightRotate (20 0 0)   // (Yaw Pitch Roll)
	LightPos (8 0 0)
  }
)

Shader 'LightCorona7'
(
  Params
  {
    Sort = Nearest
  }
  CurFlare = SunFlare02
  ClientEffect 'Corona'
  {
    Color = White
    //RGBStyle 'LightStyle' (7)
    //RGBStyle 'Fixed' (Yellow)
	RGBStyle = FromLight
	Scale = 0.2
	Map = corona06
  }
  EvalLight
  {
    Style = 0
	UpdateStyle = Intensity
	ProjRotate (0 0 20)
	LightRotate (20 0 0)   // (Yaw Pitch Roll)
	LightPos (8 0 0)
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightFaded'
(
  Params
  {
    Sort = Nearest
  }
  EvalLight
  {
    Style = 0
	  UpdateStyle = Intensity
	  ProjRotate (Comp = 0 Conp = 0 Comp = 20)
	  LightRotate (20 0 0)   // (Yaw Pitch Roll)
	  LightPos (8 0 0)
	  LightMove 'Wave'
	  {
	    Direction (1 0 0)
	    Wave
	    {
	      Type = Sin
	      Level = 0
	      Amp = 4
	      Phase = 0
	      Freq = 0.2
	    }
	  }
  }
  Layer '0'
  (
    Map = $None
  )
) 

Shader 'LightFaded_1'
(
  Params
  {
    Sort = Nearest
  }
  ClientEffect 'Corona'
  {
    Color = White
  	RGBStyle = FromLight
	  Scale = 0.2
    Map = lens/scope_flare
  }
  EvalLight
  {
    Style = 0
	  UpdateStyle = Intensity
	  LightRotate (20 0 0)   // (Yaw Pitch Roll)
	  LightPos (8 0 0)
	  LightMove 'Wave'
	  {
	    Direction (1 0 0)
	    Wave
	    {
	      Type = Sin
	      Level = 0
	      Amp = 2
	      Phase = 0
	      Freq = 0.2
	    }
	  }
  }
  Layer '0'
  (
    Map = $None
  )
) 

Shader 'LightPules'
(
  Params
  {
    Sort = Nearest
  }
  EvalLight
  {
    Style = 6
	  UpdateStyle = Intensity
	  ProjRotate (Comp=0 Comp=0 Comp=0)
	  LightRotate (0 0 0)   // (Yaw Pitch Roll)
	  LightPos (0 0 0)
	  
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightPules2'
(
  Params
  {
    Sort = Nearest
  }
  EvalLight
  {
    Style = 19
	  UpdateStyle = Intensity
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightPules3'
(
  Params
  {
    Sort = Nearest
  }
  EvalLight
  {
    Style = 20
	  UpdateStyle = Intensity
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightRotateZ20'
(
  Params
  {
    Sort = Nearest
  }
  EvalLight
  {
    Style = 0
	  UpdateStyle = Intensity
	  ProjRotate (Comp=0 Comp=0 Comp=20)
	  LightRotate (0 0 0)   // (Yaw Pitch Roll)
	  LightPos (0 0 0)
	  
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightSwayFlicker'
(
  Params
  {
    Sort = Nearest
  }
  EvalLight
  {
    Style = 17
	  UpdateStyle = Intensity
	  ProjRotate (Comp = 0 Comp = 0 Comp = 0)
	  LightRotate (1 0 0)   // (Yaw Pitch Roll)
	  LightPos (0 0 0)
	  LightMove 'Wave'
	  {
	    Direction (0.125 1 0)
	    Wave
	    {
	      Type = Sin
	      Level = 0
	      Amp = 2
	      Phase = 0
	      Freq = 0.2
	    }
	  }
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightSmSwayFlicker'
(
  Params
  {
    Sort = Nearest
  }
  EvalLight
  {
    Style = 17
	  UpdateStyle = Intensity
	  ProjRotate (Comp = 0 Comp = 0 Comp = 0)
	  LightRotate (1 0.3 0)   // (Yaw Pitch Roll)
	  LightPos (0 0 0)
	  LightMove 'Wave'
	  {
	    Direction (0.3 1 0)
	    Wave
	    {
	      Type = Sin
	      Level = 0
	      Amp = 1
	      Phase = 0
	      Freq = 0.2
	    }
	  }
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightFlicker_flare'
(
  Params
  {
    Sort = Nearest
  }
  EvalLight
  {
    Style = 17
	  UpdateStyle = Intensity
	  ProjRotate (Comp = 0 Comp = 0 Comp = 0)
	  LightRotate (1 0.3 0)   // (Yaw Pitch Roll)
	  LightPos (0 0 0)
	  LightMove 'Wave'
	  {
	    Direction (0.0 0 0)
	    Wave
	    {
	      Type = Sin
	      Level = 0
	      Amp = 1
	      Phase = 0
	      Freq = 0.4
	    }
	  }
  }
  ClientEffect 'Corona'
  {
    RGBStyle = FromLight
    Scale = 0.3
    DistFactor=0.7
    Map = lens/glow2
  }	
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightFlicker_flare2'
(
  Params
  {
    Sort = Nearest
  }
  EvalLight
  {
    Style = 33
	  UpdateStyle = Intensity
	  ProjRotate (Comp = 0 Comp = 0 Comp = 0)
	  LightRotate (1 0.3 0)   // (Yaw Pitch Roll)
	  LightPos (0 0 0)
	  LightMove 'Wave'
	  {
	    Direction (0.0 0 0)
	    Wave
	    {
	      Type = Sin
	      Level = 0
	      Amp = 1
	      Phase = 0
	      Freq = 0.4
	    }
	  }
  }
  ClientEffect 'Corona'
  {
    RGBStyle = FromLight
    Scale = 0.3
    DistFactor=0.7
    Map = lens/glow2
  }	
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightFlicker_flare3'
(
  Params
  {
    Sort = Nearest
  }
  EvalLight
  {
    Style = 32
	  UpdateStyle = Intensity
	  ProjRotate (Comp = 0 Comp = 0 Comp = 0)
	  LightRotate (1 0.3 0)   // (Yaw Pitch Roll)
	  LightPos (0 0 0)
	  LightMove 'Wave'
	  {
	    Direction (0.0 0 0)
	    Wave
	    {
	      Type = Sin
	      Level = 0
	      Amp = 1
	      Phase = 0
	      Freq = 0.4
	    }
	  }
  }
  ClientEffect 'Corona'
  {
    RGBStyle = FromLight
    Scale = 0.3
    DistFactor=0.7
    Map = lens/glow2
  }	
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightFlicker_flare4'
(
  Params
  {
    Sort = Nearest
  }
  EvalLight
  {
    Style = 29
	  UpdateStyle = Intensity
	  ProjRotate (Comp = 0 Comp = 0 Comp = 0)
	  LightRotate (1 0.3 0)   // (Yaw Pitch Roll)
	  LightPos (0 0 0)
	  LightMove 'Wave'
	  {
	    Direction (0.0 0 0)
	    Wave
	    {
	      Type = Sin
	      Level = 0
	      Amp = 1
	      Phase = 0
	      Freq = 0.4
	    }
	  }
  }
  ClientEffect 'Corona'
  {
    RGBStyle = FromLight
    Scale = 0.3
    DistFactor=0.7
    Map = lens/glow2
  }	
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightFlicker_flare5'
(
  Params
  {
    Sort = Nearest
  }
  EvalLight
  {
    Style = 30
	  UpdateStyle = Intensity
	  ProjRotate (Comp = 0 Comp = 0 Comp = 0)
	  LightRotate (1 0.3 0)   // (Yaw Pitch Roll)
	  LightPos (0 0 0)
	  LightMove 'Wave'
	  {
	    Direction (0.0 0 0)
	    Wave
	    {
	      Type = Sin
	      Level = 0
	      Amp = 1
	      Phase = 0
	      Freq = 0.4
	    }
	  }
  }
  ClientEffect 'Corona'
  {
    RGBStyle = FromLight
    Scale = 0.3
    DistFactor=0.7
    Map = lens/glow2
  }	
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightFlicker_flare6'
(
  Params
  {
    Sort = Nearest
  }
  EvalLight
  {
    Style = 31
	  UpdateStyle = Intensity
	  ProjRotate (Comp = 0 Comp = 0 Comp = 0)
	  LightRotate (1 0.3 0)   // (Yaw Pitch Roll)
	  LightPos (0 0 0)
	  LightMove 'Wave'
	  {
	    Direction (0.0 0 0)
	    Wave
	    {
	      Type = Sin
	      Level = 0
	      Amp = 1
	      Phase = 0
	      Freq = 0.4
	    }
	  }
  }
  ClientEffect 'Corona'
  {
    RGBStyle = FromLight
    Scale = 0.3
    DistFactor=0.7
    Map = lens/glow2
  }	
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightFlicker_flare_control1'
(
  Params
  {
    Sort = Nearest
  }
  EvalLight
  {
    Style = 17
	  UpdateStyle = Intensity
	  ProjRotate (Comp = 0 Comp = 0 Comp = 0)
	  LightRotate (1 0.3 0)   // (Yaw Pitch Roll)
	  LightPos (0 0 0)
	  LightMove 'Wave'
	  {
	    Direction (0.0 0 0)
	    Wave
	    {
	      Type = Sin
	      Level = 0
	      Amp = 1
	      Phase = 0
	      Freq = 0.4
	    }
	  }
  }
  ClientEffect 'Beam'
  {
    Model = objects/indoor/lights/beam.cgf
    LightStyle = 1
	  StartRadius = 0.28
	  EndRadius = 3
	  Length = 8
	  StartColor (0.74 0.61 0.38 0.6f)
	  EndColor (0.64 0.51 0.28 -0.3)
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightFlicker_flare_moving'
(
  Params
  {
    Sort = Nearest
  }
  EvalLight
  {
    Style = 17
	  UpdateStyle = Intensity
	  ProjRotate (Comp = 0 Comp = 0 Comp = 0)
	  LightRotate (1 0.3 0)   // (Yaw Pitch Roll)
	  LightPos (0 0 0)
	  LightMove 'Wave'
	  {
	    Direction (0.1 0.5 0)
	    Wave
	    {
	      Type = Sin
	      Level = 0
	      Amp = 1
	      Phase = 0
	      Freq = 0.4
	    }
	  }
  }
  ClientEffect 'Corona'
  {
    RGBStyle = FromLight
    Scale = 0.3
    DistFactor=0.7
    Map = lens/glow2
  }	
  Layer '0'
  (
    Map = $None
  )
)

Shader 'Light_moving_ruins1'
(
  Params
  {
    Sort = Nearest
  }
  EvalLight
  {
    Style = 0
	  UpdateStyle = Intensity
	  ProjRotate (Comp = 0 Comp = 0 Comp = 0)
	  LightRotate (0 0 0)   // (Yaw Pitch Roll)
	  LightPos (0 0 0)
	  LightMove 'Wave'
	  {
	    Direction (0.5 0.5 0)
		Wave
	    	{
	      		Type = Sin
	      		Level = 0
	      		Amp = 0.3
	      		Phase = 0.2
	      		Freq = 0.2
	    	}
	  }
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'Light_moving_ruins2'
(
  Params
  {
    Sort = Nearest
  }
  EvalLight
  {
    Style = 0
	  UpdateStyle = Intensity
	  ProjRotate (Comp = 0 Comp = 0 Comp = 0)
	  LightRotate (0 0 0)   // (Yaw Pitch Roll)
	  LightPos (0 0 0)
	  LightMove 'Wave'
	  {
	    Direction (0.5 0.5 0)
		Wave
	    	{
	      		Type = Sin
	      		Level = 0
	      		Amp = 0.3
	      		Phase = 0.2
	      		Freq = 0.2
	    	}
	  }
  }
  ClientEffect 'Beam'
  {
    Model = objects/indoor/lights/beam.cgf
    LightStyle = 1
	  StartRadius = 0.1
	  EndRadius = 3
	  Length = 8
	  StartColor (0.417 0.656 0.851 0.4f)
	  EndColor (0.45 0.67 0.83 -0.3)
  }
	
  Layer '0'
  (
    Map = $None
  )
)

Shader 'Light_moving_ruins3'
(
  Params
  {
    Sort = Nearest
  }
  EvalLight
  {
    Style = 0
	  UpdateStyle = Intensity
	  ProjRotate (Comp = 0 Comp = 0 Comp = 0)
	  LightRotate (0 0 0)   // (Yaw Pitch Roll)
	  LightPos (0 0 0)
	  LightMove 'Wave'
	  {
	    Direction (0.5 0.5 0)
		Wave
	    	{
	      		Type = Sin
	      		Level = 0
	      		Amp = 0.15
	      		Phase = 0.2
	      		Freq = 0.2
	    	}
	  }
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightSway'
(
  Params
  {
    Sort = Nearest
  }
 EvalLight
  {
    Style = 0
	  UpdateStyle = Intensity
	  ProjRotate
    (
	      Comp = 0
	      Comp = 0
            Comp 'Wave'
              {
                Type = Sin
                Level = 0
                Amp = 10
                Phase = 0
                Freq = 0.01
              }
	     )
	  LightMove 'Wave'
	  {
	    Direction (0.33 0.66 0)
	    Wave
	    {
	      Type = Sin
	      Level = 0
	      Amp = 1
	      Phase = 0
	      Freq = 0.6
	    }
	  }
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightSwaySmA'
(
  Params
  {
    Sort = Nearest
  }
 EvalLight
  {
    Style = 19
	  UpdateStyle = Intensity
	  ProjRotate
	    (
              Comp = 0
              Comp = 0
              Comp 'Wave'
              {
                Type = Sin
                Level = 0
                Amp = 0.4
                Phase = 0
                Freq = 0.3
              }
	     )
	  LightRotate (1 0 0)   // (Yaw Pitch Roll)
	  LightPos (0 0 0)
	  LightMove 'Wave'
	  {
	    Direction (0.66 0.33 0)
	    Wave
	    {
	      Type = Sin
	      Level = 0
	      Amp = 0.3
	      Phase = 0
	      Freq = 0.2
	    }
	  }
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightSwaySmB'
(
  Params
  {
    Sort = Nearest
  }
 EvalLight
  {
    Style = 20
	  UpdateStyle = Intensity
	  ProjRotate
	    (
              Comp = 0
              Comp = 0
              Comp 'Wave'
              {
                Type = Sin
                Level = 0
                Amp = 0.3
                Phase = 0
                Freq = 0.2
              }
	     )
	  LightRotate (1 0 0)   // (Yaw Pitch Roll)
	  LightPos (0 0 0)
	  LightMove 'Wave'
	  {
	    Direction (0.45 0.33 0)
	    Wave
	    {
	      Type = Sin
	      Level = 0
	      Amp = 0.3
	      Phase = 0
	      Freq = 0.3
	    }
	  }
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightSwayA'
(
  Params
  {
    Sort = Nearest
  }
 EvalLight
  {
    Style = 19
	  UpdateStyle = Intensity
	  ProjRotate
	    (
              Comp = 0
              Comp = 0
              Comp 'Wave'
              {
                Type = Sin
                Level = 0
                Amp = 0.8
                Phase = 0
                Freq = 0.3
              }
	     )
	  LightRotate (1 0 0)   // (Yaw Pitch Roll)
	  LightPos (0 0 0)
	  LightMove 'Wave'
	  {
	    Direction (0.45 0.33 0)
	    Wave
	    {
	      Type = Sin
	      Level = 0
	      Amp = 0.8
	      Phase = 0
	      Freq = 0.4
	    }
	  }
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightSwayB'
(
  Params
  {
    Sort = Nearest
  }
 EvalLight
  {
    Style = 20
	  UpdateStyle = Intensity
	  ProjRotate
	    (
              Comp = 0
              Comp = 0
              Comp 'Wave'
              {
                Type = Sin
                Level = 0
                Amp = 0.7
                Phase = 0
                Freq = 0.4
              }
	     )
	  LightRotate (1 0 0)   // (Yaw Pitch Roll)
	  LightPos (0 0 0)
	  LightMove 'Wave'
	  {
	    Direction (0.66 0.33 0)
	    Wave
	    {
	      Type = Sin
	      Level = 0
	      Amp = 0.8
	      Phase = 0
	      Freq = 0.4
	    }
	  }
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightFlicker'
(
  Params
  {
    Sort = Nearest
  }
  EvalLight
  {
    	Style = 18
	UpdateStyle = Intensity
  }
  Layer '0'
  (
    Map = $None
  )
)

// tigs fluro
Shader 'Fluro'
(
  Params
  {
    Sort = Nearest
  }
  EvalLight
  {
    	Style = 22
	UpdateStyle = Intensity
  }
  Layer '0'
  (
    Map = $None
  )
)

// tigs 2nd fluro
Shader 'Fluro2'
(
  Params
  {
    Sort = Nearest
  }
  EvalLight
  {
    	Style = 23
	UpdateStyle = Intensity
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightPatch'
(
  Params
  {
    Sort = Nearest
  }
  ClientEffect 'Corona'
  {
    Color = White
    //RGBStyle 'LightStyle' (7)
    //RGBStyle 'Fixed' (Yellow)
   	RGBStyle = FromLight
	  Scale = 0.2
	  DistFactor = 1.0
	  Map = corona06
  }
  EvalLight
  {
    Style = 0
	  UpdateStyle = Intensity
	  ProjRotate (Comp=0 Comp=0 Comp=20)
	  //LightRotate (20 0 0)   // (Yaw Pitch Roll)
	  //LightPos (8 0 0)
	  LightMove 'Patch'
	  {
	    Speed = 1
	  }
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightCorona6'
(
  Params
  {
    Sort = Nearest
  }
  CurFlare = SunFlare02
  ClientEffect 'Corona'
  {
    Color = White
    //RGBStyle 'LightStyle' (7)
    //RGBStyle 'Fixed' (Yellow)
	RGBStyle = FromLight
	Scale = 0.2
	Map = corona06
  }
  EvalLight
  {
    Style = 0
	UpdateStyle = Intensity
	ProjRotate (0 0 20)
	LightRotate (25 0 0)   // (Yaw Pitch Roll)
	LightPos (6 0 0)
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightCorona5'
(
  Params
  {
    Sort = Nearest
  }
  CurFlare = SunFlare02
  ClientEffect 'Corona'
  {
    Color = White
    //RGBStyle 'LightStyle' (7)
    //RGBStyle 'Fixed' (Yellow)
	RGBStyle = FromLight
	Scale = 0.2
	Map = corona06
  }
  EvalLight
  {
    Style = 0
	UpdateStyle = Intensity
	ProjRotate (10 10 20)
	LightRotate (30 0 0)   // (Yaw Pitch Roll)
	LightPos (4 0 0)
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'e3t_ls_moving'
(
  Params
  {
    Sort = Nearest
  }
  EvalLight
  {
    Style = 0
	  UpdateStyle = Intensity
//	  ProjRotate (0 0 20)
//	  LightRotate (20 0 0)   // (Yaw Pitch Roll)
	  LightPos (0 1 0)
	  LightMove 'Wave'
	  {
	    Direction (1 0 0)
	    Wave
	    {
	      Type = Sin
	      Level = 0
	      Amp = 0.7
	      Phase = 2
	      Freq = 0.15
	    }
	  }
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'e3t_ls_spinning'
(
  Params
  {
    Sort = Nearest
  }
  EvalLight
  {
    Style = 6
  	//UpdateStyle = Intensity
	  ProjRotate
	  (
	    Comp = 0
	    Comp = 0
	    Comp 'time 50'
	  )
	  LightRotate (0 0 40)   // (Yaw Pitch Roll)
	  LightPos (0 0 0.5)
  }
  Layer '0'
  (
    Map = $None
  )
)
Shader 'e3t_ls_patch'
(
  Params
  {
    Sort = Nearest
  }
 // ClientEffect 'Corona'
  {
    Color = White
    //RGBStyle 'LightStyle' (7)
    //RGBStyle 'Fixed' (Yellow)
   	RGBStyle = FromLight
	  Scale = 0.2
	  DistFactor = 1.0
	  Map = corona06
  }
  EvalLight
  {
    Style = 0
	  UpdateStyle = Intensity
	  ProjRotate (Comp=0 Comp=0 Comp=20)
	  //LightRotate (20 0 0)   // (Yaw Pitch Roll)
	  //LightPos (8 0 0)
	  LightMove 'Patch'
	  {
	    Speed = 0.2
	  }
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'lightalarm'
(
  Params
  {
    Sort = Nearest
  }
  ClientEffect 'Corona'
  {
    Color = White
    //RGBStyle 'LightStyle' (7)
    //RGBStyle 'Fixed' (Yellow)
   	RGBStyle = FromLight
	  Scale = 0.25
	  DistFactor = 1.0
	  Map = lens/scanner_light.jpg
  }
  EvalLight
  {
    Style = 0
	  UpdateStyle = Intensity
	  ProjRotate (Comp=0 Comp=0 Comp=20)
	  //LightRotate (20 0 0)   // (Yaw Pitch Roll)
	  //LightPos (8 0 0)
	  LightMove 'Patch'
	  {
	    Speed = 4
	  }
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'LightSawTooth'
(
  Params
  {
    Sort = Nearest
  }
  EvalLight
  {
    Style = 0
	  UpdateStyle = Intensity
	  //ProjRotate (Comp = 0 Conp = 0 Comp = 20)
	  //LightRotate (20 0 0)   // (Yaw Pitch Roll)
	  //LightPos (8 0 0)
	  LightMove 'Wave'
	  {
	    Direction (0 0 1)
	    Wave
	    {
	      Type = InvSawTooth
	      Level = 0
	      Amp = 40
	      Phase = 0
	      Freq = 0.2
	    }
	  }
  }
  Layer '0'
  (
    Map = $None
  )
) 

Shader 'Flare_From_Light'
(
  Params
  {
    Sort = Nearest
  }

  ClientEffect 'Corona'
  {
    RGBStyle = FromLight
    Scale = 0.3
    DistFactor=0.7
    Map = lens/glow2
  }
  Layer '0'
  (
    Map = $None
  )
)


Shader 'Flare_From_Light_smaller'
(
  Params
  {
    Sort = Nearest
  }

  ClientEffect 'Corona'
  {
    RGBStyle = FromLight
    Scale = 0.15
    DistFactor=0.7
    Map = lens/glow2
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'Flare_From_Light_outdoor'
(
  Params
  {
    Sort = Nearest
  }

  ClientEffect 'Corona'
  {
    RGBStyle = FromLight
    Scale = 0.7
    DistFactor=0.5
    Map = lens/14
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'Flare_From_Light_smaller_outdoor'
(
  Params
  {
    Sort = Nearest
  }

  ClientEffect 'Corona'
  {
    RGBStyle = FromLight
    Scale = 0.2
    DistFactor=0.5
    Map = lens/14
  }
  Layer '0'
  (
    Map = $None
  )
)


Shader 'Flare_From_Light_cooler_special1'
(
  Params
  {
    Sort = Nearest
  }

  ClientEffect 'Corona'
  {
    RGBStyle = FromLight
    Scale = 0.1
    DistFactor=0.5
    Map = lens/14
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'RedAlarmLight'
(
  Params
  {
    Sort = Nearest
  }

  ClientEffect 'Corona'
  {
    RGBStyle = FromLight
    Scale 'Comp'
    (
      Comp 'Wave' { Type = Sin Level = 0.25 Amp = 0.15 Phase = 0.0  Freq = 0.5 }
    )
    DistFactor=0.6
    Map = lens/6
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'airstrip1'
(
  Params
  {
    Sort = Nearest
  }

  ClientEffect 'Corona'
  {
    RGBStyle 'Fixed' (1 1 1 0.5)
    Scale = 0.2
    Blind
    DistFactor=0.7
    Map = lens/lamp1
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'airstrip2'
(
  Params
  {
    Sort = Nearest
  }

  ClientEffect 'Corona'
  {
    RGBStyle = FromLight
    Scale = 0.4
    DistFactor=0.5
    Map = lens/14
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'airstrip3'
(
  Params
  {
    Sort = SeeThrough
  }
  ClientEffect 'Beam'
  {
    Model = objects/indoor/lights/beam.cgf
    LightStyle = 1
	  StartRadius = 0.1
	  EndRadius = 2.5
	  Length = 8
	  StartColor (0.7 0.7 0.55 0.4f)
	  EndColor (0.6 0.6 0.5 -0.3)
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'monkeybay1'
(
  Params
  {
    Sort = Nearest
  }

  ClientEffect 'Corona'
  {
    RGBStyle 'Fixed' (1 0.78 0.54 0.5)
    Scale = 0.2
    Blind
    DistFactor=0.5
    Map = lens/lamp1
  }
  Layer '0'
  (
    Map = $None
  )
)

Shader 'Flare_Important'
(
  Params
  {
    Sort = Nearest
  }

  ClientEffect 'Corona'
  {
    RGBStyle 'Fixed' (1 0.78 0.54 0.5)
    Scale = 0.2
    DistFactor=0.5
    Map = lens/lamp1
    Importance = 0
  }
  Layer '0'
  (
    Map = $None
  )
)