// Materials for rendering to the fat buffer // Textured Phong shading material material DeferredShading/Material/TexturedPhong { technique hlsl { pass main { vertex_program_ref DeferredShading/material/hlsl/vs { } fragment_program_ref DeferredShading/material/hlsl/ps { } texture_unit { } } } technique glsl { pass main { vertex_program_ref DeferredShading/material/glsl/vs { } fragment_program_ref DeferredShading/material/glsl/ps { } texture_unit { } } } } // Untextured Phong shading material material DeferredShading/Material/UntexturedPhong { technique hlsl { pass main { vertex_program_ref DeferredShading/material/hlsl/vs { } fragment_program_ref DeferredShading/material/hlsl/notex_ps { } } } technique glsl { pass main { vertex_program_ref DeferredShading/material/glsl/vs { } fragment_program_ref DeferredShading/material/glsl/notex_ps { } } } } // Textured normal mapped material material DeferredShading/Material/TexturedNormalMapped { technique hlsl { pass main { vertex_program_ref DeferredShading/material/hlsl/nm_vs { } fragment_program_ref DeferredShading/material/hlsl/nm_ps { } texture_unit { } texture_unit { tex_coord_set 1 } } } technique glsl { pass main { vertex_program_ref DeferredShading/material/glsl/nm_vs { } fragment_program_ref DeferredShading/material/glsl/nm_ps { } texture_unit { } texture_unit { tex_coord_set 1 } } } } // Untextured normal mapped material material DeferredShading/Material/UntexturedNormalMapped { technique hlsl { pass main { vertex_program_ref DeferredShading/material/hlsl/nm_vs { } fragment_program_ref DeferredShading/material/hlsl/nm_notex_ps { } texture_unit { } } } technique glsl { pass main { vertex_program_ref DeferredShading/material/glsl/nm_vs { } fragment_program_ref DeferredShading/material/glsl/nm_notex_ps { } texture_unit { tex_coord_set 0 } texture_unit { tex_coord_set 1 } } } }