
textures/fishers/dev_dirt
{
	surfaceparm fstep_dirt
	diffusemap textures/fishers/dev_dirt
	program defaultwall
}

textures/fishers/dev_sand
{
	surfaceparm fstep_dirt
	diffusemap textures/fishers/dev_sand
	program defaultwall
}

textures/fishers/dev_grass
{
	surfaceparm fstep_grass
	diffusemap textures/fishers/dev_grass
	program defaultwall
}

textures/fishers/forcefield_red
{
	q3map_surfaceLight 200
	
	surfaceparm nolightmap
	surfaceparm nodlight
	surfaceparm noimpact
	surfaceparm trans
	
	{
		map textures/fishers/forcefield_red
		
		if !mg_r_dither
			program shaders/silo_forcefield.glsl#ALPHA=0.5
			blendfunc add
		else
			program shaders/silo_forcefield.glsl#DITHER=1#ALPHA=0.75
		endif
	}
}

textures/fishers/forcefield_gold
{
	q3map_surfaceLight 200
	
	surfaceparm nolightmap
	surfaceparm nodlight
	surfaceparm noimpact
	surfaceparm trans
	
	surfaceparm playerclip
	
	{
		map textures/fishers/forcefield_gold
		
		if !mg_r_dither
			program shaders/silo_forcefield.glsl#ALPHA=0.5
			blendfunc add
		else
			program shaders/silo_forcefield.glsl#DITHER=1#ALPHA=0.75
		endif
	}
}

textures/fishers/forcefield_blue
{
	q3map_surfaceLight 200
	
	surfaceparm nolightmap
	surfaceparm nodlight
	surfaceparm noimpact
	surfaceparm trans
	
	surfaceparm weaponclip
	
	{
		map textures/fishers/forcefield_blue
		
		if !mg_r_dither
			program shaders/silo_forcefield.glsl#ALPHA=0.5
			blendfunc add
		else
			program shaders/silo_forcefield.glsl#DITHER=1#ALPHA=0.75
		endif
	}
}

textures/fishers/dev_sky
{
	surfaceparm noimpact
	surfaceparm nolightmap
	q3map_globaltexture
	q3map_lightsubdivide 256
	q3map_sunExt 1 0.98 0.95 30 125 25 3 32		//adds deviance and samples
	q3map_skylight 115 4
	surfaceparm sky
	skyparms full 512 -
    sort sky
    
	program defaultsky#EQUI#BLOOM=0.4
	{
		map "textures/upstate/sky/sky"
		tcgen skybox
		depthwrite
	}
}








