"ShatteredGlass"
{
	"$basetexture"	"glass\offwndwb_break"
	"$detail" "Glass/offwndwb_break"
	"$translucent" "1"
	"$envmap" "env_cubemap"
	"$envmapmask" "glass\offwndwb_ref"
	"$surfaceprop" "glass"
	"$crackmaterial" "glass/glasswindowbreak070b"

	// On the med-low end, we've gotta use the alpha to tune down the lighting
	"ShatteredGlass_DX7"
	{
		"$lightmaptint" 0.1
		"$envmaptint" "[.1 .1 .1]"
	}

	"$nocull" 1
	"Proxies"
	{
		"BreakableSurface"
		{
		}
	}

}
