{ stateMap "additive_stencil"; vertexShader 2.0 "l_point_tc0n0_tc1n1_tc2n2_nc.hlsl" { } pixelShader 2.0 "l_omni_b0c0n0b1c1n1t2c2n2_nc.hlsl" { fogColor = float4( 0, 0, 0, 0 ); colorMapSampler = material.colorMap; colorTint = material.colorTint; normalMapSampler = material.normalMap; colorMapSampler1 = material.colorMap1; colorTint1 = material.colorTint1; normalMapSampler1 = material.normalMap1; colorMapSampler2 = material.colorMap2; colorTint2 = material.colorTint2; normalMapSampler2 = material.normalMap2; } vertex.position = code.position; vertex.normal = code.normal; vertex.color[0] = code.color; vertex.texcoord[0] = code.texcoord[0]; vertex.texcoord[2] = code.tangent; vertex.texcoord[3] = code.texcoord[1]; vertex.texcoord[5] = code.normalTransform[0]; vertex.texcoord[6] = code.normalTransform[1]; }