# This is the material property library file

# Terrain textures

grass_rwy {
  texture = Runway/grass_rwy.rgb
  xsize = 0
  ysize = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

dirt_rwy {
  texture = Runway/dirt_rwy.rgb
  xsize = 0
  ysize = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

lakebed_taxiway {
  texture = Runway/lakebed_taxiway.rgb
  wrapu = 1
  wrapv = 1
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pa_taxiway {
  texture = Runway/pa_taxiway.rgb
  wrapu = 1
  wrapv = 1
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pa_threshold {
  texture = Runway/pa_threshold.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pa_L {
  texture = Runway/pa_L.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0   
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pa_R {
  texture = Runway/pa_R.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0   
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pa_C {
  texture = Runway/pa_C.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pa_0r {
  texture = Runway/pa_0r.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pa_1c {
  texture = Runway/pa_1c.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pa_1l {
  texture = Runway/pa_1l.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pa_1r {
  texture = Runway/pa_1r.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pa_11 {
  texture = Runway/pa_11.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pa_2c {
  texture = Runway/pa_2c.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pa_2l {
  texture = Runway/pa_2l.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pa_2r {
  texture = Runway/pa_2r.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pa_3c {
  texture = Runway/pa_3c.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pa_3l {
  texture = Runway/pa_3l.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pa_3r {
  texture = Runway/pa_3r.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pa_4c {
  texture = Runway/pa_4c.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pa_4r {
  texture = Runway/pa_4r.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pa_5c {
  texture = Runway/pa_5c.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pa_5r {
  texture = Runway/pa_5r.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pa_6c {
  texture = Runway/pa_6c.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pa_6r {
  texture = Runway/pa_6r.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pa_7c {
  texture = Runway/pa_7c.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pa_7r {
  texture = Runway/pa_7r.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pa_8c {
  texture = Runway/pa_8c.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pa_8r {
  texture = Runway/pa_8r.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pa_9c {
  texture = Runway/pa_9c.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pa_9r {
  texture = Runway/pa_9r.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pa_tz_three {
  texture = Runway/pa_tz_three.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pa_aim {
  texture = Runway/pa_aim.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pa_tz_two_a {
  texture = Runway/pa_tz_two_a.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pa_tz_two_b {
  texture = Runway/pa_tz_two_b.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pa_tz_one_a {
  texture = Runway/pa_tz_one_a.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pa_tz_one_b {
  texture = Runway/pa_tz_one_b.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pa_rest {
  texture = Runway/pa_rest.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pc_taxiway {
  texture = Runway/pc_taxiway.rgb
  wrapu = 1
  wrapv = 1
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pc_tiedown {
  texture = Runway/pc_tiedown.rgb
  wrapu = 1
  wrapv = 1
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pc_threshold {
  texture = Runway/pc_threshold.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pc_L {
  texture = Runway/pc_L.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0   
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pc_R {
  texture = Runway/pc_R.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0   
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pc_C {
  texture = Runway/pc_C.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pc_0r {
  texture = Runway/pc_0r.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pc_1c {
  texture = Runway/pc_1c.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pc_1l {
  texture = Runway/pc_1l.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pc_1r {
  texture = Runway/pc_1r.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pc_11 {
  texture = Runway/pc_11.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pc_2c {
  texture = Runway/pc_2c.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pc_2l {
  texture = Runway/pc_2l.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pc_2r {
  texture = Runway/pc_2r.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pc_3c {
  texture = Runway/pc_3c.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pc_3l {
  texture = Runway/pc_3l.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pc_3r {
  texture = Runway/pc_3r.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pc_4c {
  texture = Runway/pc_4c.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pc_4r {
  texture = Runway/pc_4r.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pc_5c {
  texture = Runway/pc_5c.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pc_5r {
  texture = Runway/pc_5r.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pc_6c {
  texture = Runway/pc_6c.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pc_6r {
  texture = Runway/pc_6r.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pc_7c {
  texture = Runway/pc_7c.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pc_7r {
  texture = Runway/pc_7r.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pc_8c {
  texture = Runway/pc_8c.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pc_8r {
  texture = Runway/pc_8r.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pc_9c {
  texture = Runway/pc_9c.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pc_9r {
  texture = Runway/pc_9r.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pc_tz_three {
  texture = Runway/pc_tz_three.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pc_aim {
  texture = Runway/pc_aim.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pc_tz_two_a {
  texture = Runway/pc_tz_two_a.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pc_tz_two_b {
  texture = Runway/pc_tz_two_b.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pc_tz_one_a {
  texture = Runway/pc_tz_one_a.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pc_tz_one_b {
  texture = Runway/pc_tz_one_b.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

pc_rest {
  texture = Runway/pc_rest.rgb
  wrapu = 0
  wrapv = 0
  ambient = 0.2 0.2 0.2 1.0
  diffuse = 0.2 0.2 0.2 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

EvergreenBroadCover {
  texture = Terrain/forest1.rgb
  xsize = 1000
  ysize = 1000
  light-coverage = 10000000.0
  ambient = 0.14 0.28 0.13 1.0
  diffuse = 0.14 0.28 0.13 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}
alias Default EvergreenBroadCover
alias Island EvergreenBroadCover
alias SomeSort EvergreenBroadCover

DeciduousBroadCover {
  texture = Terrain/deciduous.rgb
  xsize = 500
  ysize = 500
  light-coverage = 10000000.0
  ambient = 0.14 0.28 0.13 1.0
  diffuse = 0.14 0.28 0.13 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

MixedForestCover {
  texture = Terrain/mixedforest.rgb
  xsize = 1000
  ysize = 1000
  light-coverage = 5000000.0
  ambient = 0.14 0.28 0.13 1.0
  diffuse = 0.14 0.28 0.13 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

EvergreenNeedleCover {
  texture = Terrain/evergreen.rgb
  xsize = 1000
  ysize = 1000
  light-coverage = 10000000.0
  ambient = 0.14 0.28 0.13 1.0
  diffuse = 0.14 0.28 0.13 1.0 
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}
alias WoodedTundraCover EvergreenNeedleCover

DeciduousNeedleCover {
  texture = Terrain/dec_evergreen.rgb
  xsize = 1000
  ysize = 1000
  light-coverage = 10000000.0
  ambient = 0.14 0.28 0.13 1.0
  diffuse = 0.14 0.28 0.13 1.0 
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

ShrubCover {
  texture = Terrain/desert1.rgb
  xsize = 500
  ysize = 500
  light-coverage = 20000000.0
  ambient = 0.60 0.54 0.60 1.0
  diffuse = 0.60 0.54 0.60 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}
alias BareTundraCover ShrubCover

Urban {
  texture = Terrain/resgrid.rgb
  xsize = 1024
  ysize = 1024
  light-coverage = 100000.0
  ambient = 0.14 0.28 0.13 1.0
  diffuse = 0.14 0.28 0.13 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}
alias BuiltUpCover Urban

Unknown {
  texture = Terrain/unknown.rgb
  xsize = 1000
  ysize = 1000
  ambient = 0.14 0.28 0.13 1.0
  diffuse = 0.14 0.28 0.13 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

Glacier {
  texture = Terrain/glacier.rgb
  xsize = 800
  ysize = 800
  ambient = 0.70 0.75 0.83 1.0
  diffuse = 0.70 0.75 0.83 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}
alias SnowCover Glacier

Ocean {
  texture = Terrain/water.rgb
  xsize = 500
  ysize = 500
  ambient = 0.17 0.31 0.49 1.0
  diffuse = 0.17 0.31 0.49 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

Lake {
  texture = Terrain/water-lake.rgb
  xsize = 500
  ysize = 500
  ambient = 0.17 0.31 0.49 1.0
  diffuse = 0.17 0.31 0.49 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}
alias Pond Lake
alias IntermittentLake Lake
alias Reservoir Lake
alias IntermittentReservoir Lake
alias Stream Lake

DryLake {
  texture = Terrain/desert.rgb
  xsize = 500
  ysize = 500
  ambient = 0.60 0.54 0.40 1.0
  diffuse = 0.60 0.54 0.40 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

BarrenCover {
  texture = Terrain/rocks-desert.rgb
  xsize = 500
  ysize = 500
  ambient = 0.60 0.54 0.40 1.0
  diffuse = 0.60 0.54 0.40 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

Marsh {
  texture = Terrain/marsh1.rgb
  xsize = 1000
  ysize = 1000
  light-coverage = 40000000.0
  ambient = 0.23 0.35 0.12 1.0
  diffuse = 0.23 0.35 0.12 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}
alias ShrubGrassCover Marsh
alias HerbWetlandCover Marsh
alias WoodedWetlandCover Marsh

Grass {
  texture = Terrain/grass.rgb
  xsize = 200
  ysize = 200
  light-coverage = 4000000.0
  ambient = 0.45 0.46 0.31 1.0
  diffuse = 0.45 0.46 0.31 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}
alias AirportKeep Grass
alias GrassCover Grass
alias HerbTundraCover Grass
alias MixedTundraCover Grass
alias SavannaCover Grass

MixedCropPastureCover {
  texture = Terrain/mixedcrop.rgb
  xsize = 2000
  ysize = 2000
  light-coverage = 2000000.0
  ambient = 0.45 0.46 0.31 1.0
  diffuse = 0.45 0.46 0.31 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

IrrCropPastureCover {
  texture = Terrain/irrcrop.rgb
  xsize = 2000
  ysize = 2000
  light-coverage = 2000000.0
  ambient = 0.45 0.46 0.31 1.0
  diffuse = 0.45 0.46 0.31 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

DryCropPastureCover {
  texture = Terrain/drycrop.rgb
  xsize = 2000
  ysize = 2000
  light-coverage = 2000000.0
  ambient = 0.45 0.46 0.31 1.0
  diffuse = 0.45 0.46 0.31 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

CropGrassCover {
  texture = Terrain/cropgrass.rgb
  xsize = 2000
  ysize = 2000
  light-coverage = 2000000.0
  ambient = 0.45 0.46 0.31 1.0
  diffuse = 0.45 0.46 0.31 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}

CropWoodCover {
  texture = Terrain/cropwood.rgb
  xsize = 2000
  ysize = 2000
  light-coverage = 2000000.0
  ambient = 0.14 0.28 0.13 1.0
  diffuse = 0.14 0.28 0.13 1.0
  specular = 0.0 0.0 0.0 1.0
  emissive = 0.0 0.0 0.0 1.0
}