
matproxy.Add( 
{
	name	=	"SkyPaint", 

	init	=	function( self, mat, values )

	end,

	bind	=	function( self, mat, ent )

	
		if ( !IsValid( g_SkyPaint ) ) then return end	


		mat:SetVector( "$TOPCOLOR",				g_SkyPaint:GetTopColor() )
		mat:SetVector( "$BOTTOMCOLOR",			g_SkyPaint:GetBottomColor() )
		mat:SetVector( "$SUNNORMAL",			g_SkyPaint:GetSunNormal() )
		mat:SetVector( "$SUNCOLOR",				g_SkyPaint:GetSunColor() )
		mat:SetVector( "$DUSKCOLOR",			g_SkyPaint:GetDuskColor() )
		mat:SetFloat( "$FADEBIAS",				g_SkyPaint:GetFadeBias() )
		mat:SetFloat( "$HDRSCALE",				g_SkyPaint:GetHDRScale() )
		mat:SetFloat( "$DUSKSCALE",				g_SkyPaint:GetDuskScale() )
		mat:SetFloat( "$DUSKINTENSITY",			g_SkyPaint:GetDuskIntensity() )
		mat:SetFloat( "$SUNSIZE",				g_SkyPaint:GetSunSize() )

		if ( g_SkyPaint:GetDrawStars() ) then

			mat:SetInt( "$STARLAYERS",				1 )
			mat:SetFloat( "$STARSCALE",				g_SkyPaint:GetStarScale() )
			mat:SetFloat( "$STARFADE",				g_SkyPaint:GetStarFade() )
			mat:SetFloat( "$STARPOS",				CurTime() * g_SkyPaint:GetStarSpeed() )
			mat:SetTexture( "$STARTEXTURE",			g_SkyPaint:GetStarTexture() )

		else

			mat:SetInt( "$STARLAYERS",				0 )

		end
		


	end 
})