material Texture_Entrainement/Texture_Structure
{
    technique
    {
        pass
        {
            ambient 1.0 1.0 1.0
            diffuse 0.588235 0.588235 0.588235
            specular 0.9 0.9 0.9 0.0
            emissive 0.0 0.0 0.0
 		depth_bias 1
		// Makes the pixel shader alpha output be used for alpha blending
		scene_blend alpha_blend			
			
		vertex_program_ref PlainTexture_VS
		{
		}
		fragment_program_ref TextureModColor_PS
		{
			param_named_auto colorModulate custom 1
		}
            texture_unit
            {
                texture Texture_Structure.tga
            }
        }
    }
}

material Texture_Entrainement/Texture_Objet
{
    technique
    {
        pass
        {
            ambient 1.0 1.0 1.0
            diffuse 0.588235 0.588235 0.588235
            specular 0.9 0.9 0.9 0.0
            emissive 0.0 0.0 0.0
 		depth_bias 1
		// Makes the pixel shader alpha output be used for alpha blending
		scene_blend alpha_blend			
			
		vertex_program_ref PlainTexture_VS
		{
		}
		fragment_program_ref TextureModColor_PS
		{
			param_named_auto colorModulate custom 1
		}
            texture_unit
            {
                texture Texture_Objet.tga
            }
        }
    }
}

material Texture_Entrainement/Texture_Pencarte/Trick
{
    technique
    {
        pass
        {
            ambient 1.0 1.0 1.0
            diffuse 0.588235 0.588235 0.588235
            specular 0.9 0.9 0.9 0.0
            emissive 0.0 0.0 0.0
		cull_software none
		cull_hardware none
 		depth_bias 1
		// Makes the pixel shader alpha output be used for alpha blending
		scene_blend alpha_blend			
			
		vertex_program_ref PlainTexture_VS
		{
		}
		fragment_program_ref TextureModColor_PS
		{
			param_named_auto colorModulate custom 1
		}
            texture_unit
            {
                texture TextureTrainingTrick.tga 
            }
        }
    }
}

material Texture_Entrainement/Texture_Pencarte/Agility
{
    technique
    {
        pass
        {
            ambient 1.0 1.0 1.0
            diffuse 0.588235 0.588235 0.588235
            specular 0.9 0.9 0.9 0.0
            emissive 0.0 0.0 0.0
		cull_software none
		cull_hardware none
 		depth_bias 1
		// Makes the pixel shader alpha output be used for alpha blending
		scene_blend alpha_blend			
			
		vertex_program_ref PlainTexture_VS
		{
		}
		fragment_program_ref TextureModColor_PS
		{
			param_named_auto colorModulate custom 1
		}
            texture_unit
            {
                texture TextureTrainingAgility.tga 
            }
        }
    }
}

material Texture_Entrainement/Texture_Pencarte/Endurance
{
    technique
    {
        pass
        {
            ambient 1.0 1.0 1.0
            diffuse 0.588235 0.588235 0.588235
            specular 0.9 0.9 0.9 0.0
            emissive 0.0 0.0 0.0
		cull_software none
		cull_hardware none
  		depth_bias 1
		// Makes the pixel shader alpha output be used for alpha blending
		scene_blend alpha_blend			
			
		vertex_program_ref PlainTexture_VS
		{
		}
		fragment_program_ref TextureModColor_PS
		{
			param_named_auto colorModulate custom 1
		}
           texture_unit
            {
                texture TextureTrainingEndurance.tga 
            }
        }
    }
}

material Texture_Entrainement/Texture_Pencarte/Strength
{
    technique
    {
        pass
        {
            ambient 1.0 1.0 1.0
            diffuse 0.588235 0.588235 0.588235
            specular 0.9 0.9 0.9 0.0
            emissive 0.0 0.0 0.0
		cull_software none
		cull_hardware none
  		depth_bias 1
		// Makes the pixel shader alpha output be used for alpha blending
		scene_blend alpha_blend			
			
		vertex_program_ref PlainTexture_VS
		{
		}
		fragment_program_ref TextureModColor_PS
		{
			param_named_auto colorModulate custom 1
		}
           texture_unit
            {
                texture TextureTrainingStrength.tga 
            }
        }
    }
}

material Texture_Entrainement/Texture_Pencarte/Accuracy
{
    technique
    {
        pass
        {
            ambient 1.0 1.0 1.0
            diffuse 0.588235 0.588235 0.588235
            specular 0.9 0.9 0.9 0.0
            emissive 0.0 0.0 0.0
		cull_software none
		cull_hardware none
  		depth_bias 1
		// Makes the pixel shader alpha output be used for alpha blending
		scene_blend alpha_blend			
			
		vertex_program_ref PlainTexture_VS
		{
		}
		fragment_program_ref TextureModColor_PS
		{
			param_named_auto colorModulate custom 1
		}
           texture_unit
            {
                texture TextureTrainingAccuracy.tga 
            }
        }
    }
}

material Texture_Entrainement/Texture_Sol_Sableux/Endurance
{
    technique
    {
        pass
        {
            ambient 1.0 1.0 1.0
            diffuse 0.588 0.588 0.588
            specular 0.9 0.9 0.9 0.0
            emissive 0.0 0.0 0.0
 		depth_bias 1
		// Makes the pixel shader alpha output be used for alpha blending
		scene_blend alpha_blend			
			
		vertex_program_ref PlainTexture_VS
		{
		}
		fragment_program_ref TextureModColor_PS
		{
			param_named_auto colorModulate custom 1
		}
            texture_unit
            {
                texture TextureTraining_Sol_Endurance.tga 
            }
        }
    }
}

material Texture_Entrainement/Texture_Sol_Sableux/Trick
{
    technique
    {
        pass
        {
            ambient 1.0 1.0 1.0
            diffuse 0.588 0.588 0.588
            specular 0.9 0.9 0.9 0.0
            emissive 0.0 0.0 0.0
 		depth_bias 1
		// Makes the pixel shader alpha output be used for alpha blending
		scene_blend alpha_blend			
			
		vertex_program_ref PlainTexture_VS
		{
		}
		fragment_program_ref TextureModColor_PS
		{
			param_named_auto colorModulate custom 1
		}
            texture_unit
            {
                texture TextureTraining_Sol_Trick.tga 
            }
        }
    }
}

material Texture_Entrainement/Texture_Sol_Sableux/Accuracy
{
    technique
    {
        pass
        {
            ambient 1.0 1.0 1.0
            diffuse 0.588 0.588 0.588
            specular 0.9 0.9 0.9 0.0
            emissive 0.0 0.0 0.0
 		depth_bias 1
		// Makes the pixel shader alpha output be used for alpha blending
		scene_blend alpha_blend			
			
		vertex_program_ref PlainTexture_VS
		{
		}
		fragment_program_ref TextureModColor_PS
		{
			param_named_auto colorModulate custom 1
		}
            texture_unit
            {
                texture TextureTraining_Sol_Accuracy.tga 
            }
        }
    }
}

material Texture_Entrainement/Texture_Sol_Sableux/Agility
{
    technique
    {
        pass
        {
            ambient 1.0 1.0 1.0
            diffuse 0.588 0.588 0.588
            specular 0.9 0.9 0.9 0.0
            emissive 0.0 0.0 0.0
 		depth_bias 1
		// Makes the pixel shader alpha output be used for alpha blending
		scene_blend alpha_blend			
			
		vertex_program_ref PlainTexture_VS
		{
		}
		fragment_program_ref TextureModColor_PS
		{
			param_named_auto colorModulate custom 1
		}
            texture_unit
            {
                texture TextureTraining_Sol_Agility.tga 
            }
        }
    }
}

material Texture_Entrainement/Texture_Sol_Sableux/Strength
{
    technique
    {
        pass
        {
            ambient 1.0 1.0 1.0
            diffuse 0.588 0.588 0.588
            specular 0.9 0.9 0.9 0.0
            emissive 0.0 0.0 0.0
  		depth_bias 1
		// Makes the pixel shader alpha output be used for alpha blending
		scene_blend alpha_blend			
			
		vertex_program_ref PlainTexture_VS
		{
		}
		fragment_program_ref TextureModColor_PS
		{
			param_named_auto colorModulate custom 1
		}
           texture_unit
            {
                texture TextureTraining_Sol_Strength.tga 
            }
        }
    }
}





