// 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

			}

		}

	}

}

