

texture TEXTURE;  

technique TSmoke
{
    pass P0
    {
        // shaders
        VertexShader = NULL;

		FillMode = Solid;
        Lighting = False;
        AlphaBlendEnable = True;        
        SrcBlend  = SrcAlpha;
        DestBlend = InvSrcAlpha;
        
        ColorOp[0]   = Modulate;
        ColorArg1[0] = Texture;
        ColorArg2[0] = Diffuse;

        AlphaOp[0]   = Modulate;
        AlphaArg1[0] = Texture;
        AlphaArg2[0] = Diffuse;        
        
        MinFilter[0] = Point;
        MagFilter[0] = Point;
        MipFilter[0] = Point;

        Texture[0]   = <TEXTURE>;
    }
}

technique TFlame
{
    pass P0
    {
        VertexShader = NULL;

		FillMode = Solid;
        Lighting = False;
        AlphaBlendEnable = True;        
        SrcBlend  = One;
        DestBlend = One;
        
        ColorOp[0]   = Modulate;
        ColorArg1[0] = Texture;
        ColorArg2[0] = Diffuse;

        AlphaOp[0]   = Modulate;
        AlphaArg1[0] = Diffuse;
        AlphaArg1[0] = Texture;
        
        MinFilter[0] = Point;
        MagFilter[0] = Point;
        MipFilter[0] = Point;

        Texture[0]   = <TEXTURE>;
    }
}
