BEGIN_SHADER

    glEnable(NGL_DEPTH_TEST);
	glEnable(NGL_BLEND);
	glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
	
	glMaterial (GL_SHININESS, 1.0);	
	glMaterialv (GL_AMBIENT,1.0,1.0,1.0,1.0);
	glMaterialv (GL_DIFFUSE,1.0,1.0,1.0,1.0);
	glMaterialv (GL_SPECULAR,1.0,1.0,1.0,1.0);
	glMaterialv (GL_EMISSION,1.0,1.0,1.0,1.0);
		
	glEnable(NGL_TEXTURE1);		
	glImportListTexture(0, "railshot");
	glSetCurrentListTexture(NGL_TEXTURE1, 0);
	
	glUseBetterMipmaps(0,2);
	glListTexParameteri(0,GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
	glListTexParameteri(0,GL_TEXTURE_MAG_FILTER, GL_LINEAR);

	glTexEnv(NGL_TEXTURE1,GL_MODULATE);

	glColor(1.0,1.0,1.0,1.0);
		
END_SHADER
