SHADER_PARAM(DISTANCEALPHA,SHADER_PARAM_TYPE_BOOL,"0","Use distance-coded alpha generated from hi-res texture by vtex.")
SHADER_PARAM(DISTANCEALPHAFROMDETAIL,SHADER_PARAM_TYPE_BOOL,"0","Take the distance-coded alpha mask from the detail texture.")
SHADER_PARAM(SOFTEDGES,SHADER_PARAM_TYPE_BOOL,"0","Enable soft edges to distance coded textures.")
SHADER_PARAM(SCALEEDGESOFTNESSBASEDONSCREENRES,SHADER_PARAM_TYPE_BOOL,"0","Scale the size of the soft edges based upon resolution. 1024x768 = nominal.")
SHADER_PARAM(EDGESOFTNESSSTART,SHADER_PARAM_TYPE_FLOAT,"0.6","Start value for soft edges for distancealpha.");
SHADER_PARAM(EDGESOFTNESSEND,SHADER_PARAM_TYPE_FLOAT,"0.5","End value for soft edges for distancealpha.");
SHADER_PARAM(GLOW,SHADER_PARAM_TYPE_BOOL,"0","Enable glow/shadow for distance coded textures.")
SHADER_PARAM(GLOWCOLOR,SHADER_PARAM_TYPE_COLOR,"[1 1 1]","color of outter glow for distance coded line art.")
SHADER_PARAM(GLOWALPHA,SHADER_PARAM_TYPE_FLOAT,"1","Base glow alpha amount for glows/shadows with distance alpha.")
SHADER_PARAM(GLOWSTART,SHADER_PARAM_TYPE_FLOAT,"0.7","start value for glow/shadow")
SHADER_PARAM(GLOWEND,SHADER_PARAM_TYPE_FLOAT,"0.5","end value for glow/shadow")
SHADER_PARAM(GLOWX,SHADER_PARAM_TYPE_FLOAT,"0","texture offset x for glow mask.")
SHADER_PARAM(GLOWY,SHADER_PARAM_TYPE_FLOAT,"0","texture offset y for glow mask.")
SHADER_PARAM(OUTLINE,SHADER_PARAM_TYPE_BOOL,"0","Enable outline for distance coded textures.")
SHADER_PARAM(OUTLINECOLOR,SHADER_PARAM_TYPE_COLOR,"[1 1 1]","color of outline for distance coded images.")
SHADER_PARAM(OUTLINEALPHA,SHADER_PARAM_TYPE_FLOAT,"0.0","alpha value for outline")
SHADER_PARAM(OUTLINESTART0,SHADER_PARAM_TYPE_FLOAT,"0.0","outer start value for outline")
SHADER_PARAM(OUTLINESTART1,SHADER_PARAM_TYPE_FLOAT,"0.0","inner start value for outline")
SHADER_PARAM(OUTLINEEND0,SHADER_PARAM_TYPE_FLOAT,"0.0","inner end value for outline")
SHADER_PARAM(OUTLINEEND1,SHADER_PARAM_TYPE_FLOAT,"0.0","outer end value for outline")
SHADER_PARAM(SCALEOUTLINESOFTNESSBASEDONSCREENRES,SHADER_PARAM_TYPE_BOOL,"0","Scale the size of the soft part of the outline based upon resolution. 1024x768 = nominal.")
SHADER_PARAM(SEPARATEDETAILUVS,SHADER_PARAM_TYPE_BOOL,"0","Use texcoord1 for detail texture")
SHADER_PARAM(GAMMACOLORREAD,SHADER_PARAM_TYPE_INTEGER,"0","Disables SRGB conversion of color texture read.")
SHADER_PARAM(LINEARWRITE,SHADER_PARAM_TYPE_INTEGER,"0","Disables SRGB conversion of shader results.")
SHADER_PARAM(RECEIVEFLASHLIGHT,SHADER_PARAM_TYPE_INTEGER,"0","Forces this material to receive flashlights.")
SHADER_PARAM(SINGLEPASSFLASHLIGHT,SHADER_PARAM_TYPE_INTEGER,"0","Flags this material as possibly being run through single pass flashlight code")