// Auxilary lights vertex_program DeferredShading/post/hlsl/LightMaterial_vs hlsl { source DeferredShading/post/hlsl/LightMaterial_vs.hlsl target vs_1_1 entry_point main default_params { param_named_auto worldViewProj worldviewproj_matrix param_named_auto invProj inverse_projection_matrix param_named_auto vpWidth viewport_width param_named_auto vpHeight viewport_height } } fragment_program DeferredShading/post/hlsl/LightMaterial_ps hlsl { source DeferredShading/post/hlsl/LightMaterial_ps.hlsl target ps_2_0 entry_point main default_params { param_named_auto worldView worldview_matrix param_named_auto lightDiffuseColor custom 1 param_named_auto lightSpecularColor custom 2 param_named_auto lightFalloff custom 3 } }