// Materials for rendering to the fat buffer // Plain phong vertex_program DeferredShading/material/glsl/vs glsl { source DeferredShading/material/glsl/vs.glsl } fragment_program DeferredShading/material/glsl/ps glsl { source DeferredShading/material/glsl/ps.glsl default_params { param_named specularity float 0.0 } } fragment_program DeferredShading/material/glsl/notex_ps glsl { source DeferredShading/material/glsl/notex_ps.glsl default_params { param_named specularity float 0.0 param_named colour float3 0.7 0.7 0.7 } } // Normal mapping vertex_program DeferredShading/material/glsl/nm_vs glsl { source DeferredShading/material/glsl/nm_vs.glsl } fragment_program DeferredShading/material/glsl/nm_ps glsl { source DeferredShading/material/glsl/nm_ps.glsl default_params { param_named specularity float 0.0 param_named tex0 int 0 param_named normTex int 1 } } fragment_program DeferredShading/material/glsl/nm_notex_ps glsl { source DeferredShading/material/glsl/nm_notex_ps.glsl default_params { param_named colour float3 0.7 0.7 0.7 param_named specularity float 0.0 param_named normTex int 0 } }