| Line 1 | 
            the name of the shader prefixed with a
            ter_ to help with sorting in the texture window.
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            | Line 3 | 
            is the editor only image used for this 
            shader, which needs to be the same X,Y size as the final game image. 
            The only exception to this rule is if the shader uses the q3map_tcGen 
            command. (see note 6 below for more details)
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            | Line 4 | 
            lets the compiler know that its OK to
            merge triangles that don't lie in the same plane. (ie not at the same
            angle to each other) The default settings for the compiler is to 
            not merge triangles in different planes. Once the 
            triangles are merged together the shadows can be cast correctly 
            across the edges.
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            | Line 5 | 
            specifies the triangle edge angle at
            which the light will be diffused. ie. The larger the specified value 
            the more smooth all the triangles will appear as it affects more
            edges.
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             | 
            It is always recommended to start with
            a low value and then work upwards if needed. Be warned high values
            can destroy nice crisp shadows and eventually make the surface look
            like liquid due to very smooth shadows. See 
            link for more details.
 
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            | Line 6 | 
            specifies precisely how the texture will
            be projected in 3D space. Please note that the system only uses 2 axes 
            because the actual texture is 2D and flat.
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