// 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
	}
}
