Material - Basic glass

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Two pass material

First pass draws the surface, second affects Alfa and Z-buffer to keep correct visibility and shadow casting.

First RVMAT

renderFlags[]={NoAlphaWrite};
nextPass=ofp2\Data\glass_2pass.rvmat;


Second RVMAT (sklo-pass2.rvmat)

renderFlags[]={NoColorWrite};
ambient[]={1,1,1,1};
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,1};
specular[]={0,0,0,0};
specularPower=0;
PixelShaderID="AlphaShadow";
VertexShaderID="Basic";