fragment_program StandardFp glsl { source dural/base/Standard.frag default_params { param_named diffuseMap int 0 param_named specularMap int 1 param_named normalHeightMap int 2 param_named shadowMap0 int 3 param_named shadowMap1 int 4 param_named shadowMap2 int 5 param_named shadowMap3 int 6 param_named shadowMap4 int 7 param_named fixedDepthBias float -0.001 //how much to adjust the depth of the shadow comparision param_named scaleBias float4 0.04 -0.02 1 0 param_named_auto cameraPosition camera_position param_named_auto lightAmbient ambient_light_colour param_named_auto numberOfActiveLights light_count param_named_auto lightPositions light_position_array 3 param_named_auto lightDiffuseColours light_diffuse_colour_array 3 param_named_auto lightSpecularColours light_specular_colour_array 3 param_named_auto lightAttenuations light_attenuation_array 3 param_named_auto shininess surface_shininess param_named_auto invShadowMapSize0 inverse_texture_size 3 param_named_auto invShadowMapSize1 inverse_texture_size 4 param_named_auto invShadowMapSize2 inverse_texture_size 5 param_named_auto invShadowMapSize3 inverse_texture_size 6 param_named_auto invShadowMapSize4 inverse_texture_size 7 } } vertex_program StandardVp glsl { source dural/base/Standard.vert default_params { param_named_auto viewProjMatrix viewproj_matrix param_named_auto worldMatrix world_matrix param_named_auto shadowViewProjectionMatrix0 texture_viewproj_matrix 0 param_named_auto shadowViewProjectionMatrix1 texture_viewproj_matrix 1 param_named_auto shadowViewProjectionMatrix2 texture_viewproj_matrix 2 param_named_auto shadowViewProjectionMatrix3 texture_viewproj_matrix 3 param_named_auto shadowViewProjectionMatrix4 texture_viewproj_matrix 4 param_named_auto eyePosition camera_position_object_space } } vertex_program StandardVp/Instanced/HW/1 glsl { source dural/base/StandardInstancedHW.vert preprocessor_defines NUM_UVS=1 default_params { param_named_auto viewProjMatrix viewproj_matrix param_named_auto shadowViewProjectionMatrix0 texture_viewproj_matrix 0 param_named_auto shadowViewProjectionMatrix1 texture_viewproj_matrix 1 param_named_auto shadowViewProjectionMatrix2 texture_viewproj_matrix 2 param_named_auto shadowViewProjectionMatrix3 texture_viewproj_matrix 3 param_named_auto shadowViewProjectionMatrix4 texture_viewproj_matrix 4 param_named_auto eyePosition camera_position } } vertex_program StandardVp/Instanced/HW/2 glsl : StandardVp/Instanced/HW/1 { preprocessor_defines NUM_UVS=2 }