material Zombie { // Hardware skinning technique technique { pass { vertex_program_ref Ogre/HardwareSkinningOneWeight { param_named_auto worldMatrix3x4Array[0] world_matrix_array_3x4 param_named_auto viewProjectionMatrix viewproj_matrix param_named_auto lightPos[0] light_position 0 param_named_auto lightPos[1] light_position 1 param_named_auto lightDiffuseColour[0] light_diffuse_colour 0 param_named_auto lightDiffuseColour[1] light_diffuse_colour 1 param_named_auto ambient ambient_light_colour } // alternate shadow caster program shadow_caster_vertex_program_ref Ogre/HardwareSkinningOneWeightShadowCaster { param_named_auto worldMatrix3x4Array[0] world_matrix_array_3x4 param_named_auto viewProjectionMatrix viewproj_matrix param_named_auto ambient ambient_light_colour } texture_unit { texture zombie.jpg } } } // Software blending technique technique { pass { texture_unit { texture zombie.jpg } } } }