"ShatteredGlass"
{
	// base texture is a dummy; we need something here to indicate to the shader
	// that we've got one though
	"$basetexture" "Glass/glasswindowbreak070b"

	"$detail" "Glass/glasswindowbreak070b"
	"$envmap" "environment maps/gallery002"
	"$surfaceprop" "glass"
	"%keywords" "c17industrial"
	"$envmapmask" "glass/glasswindowbreak070b_mask"
	"$envmapsphere" 1
	"$translucent" 1
	"$envmaptint" "[.05 .05 .05]"

	// On the med-low end, we've gotta use the alpha to tune down the lighting
	"ShatteredGlass_DX7"
	{
		"$lightmaptint" 0.1
		"$envmaptint" "[.1 .1 .1]"
	}

	"$nocull" 1
	"Proxies"
	{
		"BreakableSurface"
		{
		}
	}
}
