Material - Basic glass
Categories: 
Two pass material
First pass draws the surface, second affects Alfa and Z-buffer to keep correct visibility and shadow casting.
First RVMAT
renderFlags[]={NoAlphaWrite}; 
nextPass=ofp2\Data\glass_2pass.rvmat;
Second RVMAT (sklo-pass2.rvmat)
renderFlags[]={NoColorWrite};
ambient[]={1,1,1,1};
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,1};
specular[]={0,0,0,0};
specularPower=0;
PixelShaderID="AlphaShadow";
VertexShaderID="Basic";