All-In-Wonder-material        
All_In_Wonder.material
vertex_program WonderShader_Lim3_Fast_Vert cg
    {
        source All_In_Wonder.cg
 
        default_params
        {
            param_named_auto lightPosition0 light_position_object_space 0
            param_named_auto lightPosition1 light_position_object_space 1
            param_named_auto lightPosition2 light_position_object_space 2
            param_named_auto eyePosition camera_position_object_space
            param_named_auto worldviewproj worldviewproj_matrix
 
        }
 
        entry_point WonderShader_Lim3_Fast_Vert 
        profiles vs_1_1 arbvp1
    }
 
    fragment_program WonderShader_Lim3_Fast_Frag cg
    {
        source All_In_Wonder.cg
 
        default_params
        {
            param_named_auto lightDiffuse0 light_diffuse_colour 0
            param_named_auto lightDiffuse1 light_diffuse_colour 1
            param_named_auto lightDiffuse2 light_diffuse_colour 2
 
            param_named_auto lightSpecular0 light_specular_colour 0
            param_named_auto lightSpecular1 light_specular_colour 1
            param_named_auto lightSpecular2 light_specular_colour 2
 
            param_named_auto atten0 light_attenuation 0
            param_named_auto atten1 light_attenuation 1
            param_named_auto atten2 light_attenuation 2
        }
 
        entry_point WonderShader_Lim3_Fast_Frag 
        profiles ps_2_0 arbfp1
    }
 
    material WonderShader_Lim3_Fast
    {
        technique
        {
            pass
            {
                // Vertex program reference
                vertex_program_ref WonderShader_Lim3_Fast_Vert
                {
                    param_named scale float 5
                }
 
                // Fragment program
                fragment_program_ref WonderShader_Lim3_Fast_Frag
                {
                    param_named exponent0 float 127
            //		param_named exponent1 float 127
            //		param_named exponent2 float 127
                    //If changed, needs adjusting in Fragshader's every lit!!!!!
 
                    param_named scaleBias float4 0.04 -0.02 1 0 
 
                    param_named ambient float4 0.0 0.0 0.1 1.0
                }
                
                // Base bump map
                texture_unit
                {
                    texture CC-slateb_NH.dds
                    //filtering trilinear
                }
                
                texture_unit
                {
                    //filtering trilinear
                    texture CC-slateb.dds
                }
            }
        }
    }