else //if (shadow_stencil == (var)-1)
{
// MB materials got shader to have self shadows
effect_load(mtl_detail ,"sc_obj_sprite_MB.fx"); // obj_animGrass1_MB (no shadow response, bad with height fog) or sc_obj_sprite_MB
effect_load(mtl_shrub ,"sc_obj_sprite_MB.fx");
effect_load(mtl_grass ,"sc_obj_grass1_MB.fx");
effect_load(mtl_obstacle ,"sc_obj_model_MB.fx");
effect_load(mtl_tree ,"sc_obj_tree1_MB.fx");
effect_load(mtl_mapent ,"sc_obj_level_MB.fx");
effect_load(mtl_terrmdl ,"sc_obj_model_MB.fx");
effect_load(mtl_building ,"sc_obj_model_MB.fx");
// 3DGS materials can be used to not to have self shadow
// effect_load(mtl_terrain ,"sc_obj_model_MB.fx"); // not used, in action own shader
effect_load(mtl_model ,"sc_obj_model_MB.fx");
effect_load(mtl_sprite ,"sc_obj_sprite_st_MB.fx");
effect_load(mtl_flat ,"sc_obj_level_MB.fx");
effect_load(mtl_shaded ,"sc_obj_level_MB.fx");
effect_load(mtl_sky ,"sc_obj_sky_MB.fx");
// mtl_tree.flags |= ENABLE_TREE; // ENABLE_RENDER or ENABLE_TREE
// mtl_tree.event = sc_tree_billboard_event;
// RTS unit materials
{}
#ifdef PLAY02_PS
effect_load(mtl_bonesanim ,"sc_obj_bones_MB.fx"); // FIL // slower SM3.0 shader with pixel shader - capability of player colour display
#else
effect_load(mtl_bonesanim ,"obj_bones_MB.fx"); // FIL // no pixel shader
#endif
}