
material B&W
{
	technique tech0
	{
		pass bwpass
		{
			depth_check 0
			vertex_program_ref raw/render_quad_vs.txt
			{
			}
			fragment_program_ref raw/render_quad_fs.txt
			{
			}
			texture_unit bw_tex_unit
			{
				texture RT num_mipmaps unlimited type PF_A8R8G8B8 gamma 0
				tex_coord_set 0
				tex_address_mode clamp
				filtering linear linear none
			}
		}
	}
}
