material eden_atlas_glass { technique { pass { iteration once //scene_blend alpha_blend //depth_write off depth_write on vertex_program_ref rex/DiffReflAlphaVP { } fragment_program_ref rex/DiffReflAlphaFP { param_named opacity float 1.0 } texture_unit baseMap { texture eden_atlas.png } texture_unit reflectionMap { texture reflection.png } } } }