{
	stateMap "additive";

	vertexShader 2.0 "l_point_shad_tc0n0.hlsl"
	{
	}

	pixelShader 2.0 "l_spot_shad_r0c0n0.hlsl"
	{
		fogColor = float4( 0, 0, 0, 0 );
		colorMapSampler = material.colorMap;
		normalMapSampler = material.normalMap;

	}

	vertex.position = code.position;
	vertex.normal = code.normal;
	vertex.color[0] = code.color;
	vertex.texcoord[0] = code.texcoord[0];
	vertex.texcoord[2] = code.tangent;

}