"EyeRefract"
{
	"$Iris"               "Engine/eye-iris-brown"			  // Iris color in RGB with cornea noise in A
	"$AmbientOcclTexture" "Engine/eye-ambient"				  // Ambient occlusion in RGB, A unused
	"$Envmap"             "Engine/eye-reflection-cubemap-"    // Reflection environment map
	"$CorneaTexture"      "Engine/eye-cornea"                 // Special texture that has 2D cornea normal in RG and other data in BA

	"$EyeballRadius" "0.3"				// Default 0.5
	"$AmbientOcclColor" "[.4 .4 .4]"	// Default 0.33, 0.33, 0.33
	"$Dilation" "0.75"					// Default 0.5
	"$ParallaxStrength" "0.25"          // Default 0.25
	"$CorneaBumpStrength" ".5"			// Default 1.0
	"$AmbientOcclusion" "1"

	"$halflambert" "1"
	"$nodecal" "1"

	// These effects are only available in ps.2.0b and later
	"$RaytraceSphere" "0"				// Default 1 - Enables raytracing in the pixel shader to make the eyeball look round
	"$SphereTexkillCombo" "0"			// Default 1 - Enables killing pixels that don't ray-intersect the sphere

	// DX8 ps.1.1 fallbacks, original HL2 eyes
	"Eyes_dx8"
	{
		"$basetexture" "models/Humans/Male/eyeball_l"
		"$iris" "models/Humans/Male/pupil_l"
		"$halflambert" 1
	}
}