bloodMark
{
	nopicmip			// make sure a border remains
	polygonOffset
	{
		clampmap gfx/damage/blood_stain_inv.tga
		blendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
		rgbGen vertexAlpha	// new token: copy alpha to rgb
	}
}

sun
{
	cull none
	{
		map gfx/misc/sun0.tga
		blendFunc GL_ONE GL_ONE
		rgbGen vertex
	}
}

sun1
{
	cull none
	{
		map gfx/misc/sun1.tga
		blendFunc GL_ONE GL_ONE
		rgbGen vertex
	}
}

sun2
{
	cull none
	{
		map gfx/misc/sun2.tga
		blendFunc GL_ONE GL_ONE
		rgbGen vertex
	}
}
