// 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

	}

}