MONSTER_2.material
vertex_program MONSTER_vs hlsl material MONSTER_2 { technique { pass { //scene_blend add //for fadeout, but buggy, do not use vertex_program_ref MONSTER_vs { param_named tile_factor float 10.0 param_named fade_start_dist float 1.0, param_named fade_end_dist float 10.0, //TODO: put into shader as #define } fragment_program_ref MONSTER_ps { } // diffuse map texture_unit { tex_coord_set 0 texture diffuse_map.jpg //filtering trilinear } //ao map texture_unit { tex_coord_set 1 texture ambient_occlusion_map.dds //filtering trilinear } //normalHeightMap map texture_unit { tex_coord_set 0 texture normal_height_map.tga //filtering trilinear } } } }