// 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

	}

}

