{ stateMap "default"; vertexShader 3.0 "lp_omni_s_tc0n0_dtex_sm3_clrdtl_clothwet1.hlsl" { } pixelShader 3.0 "lp_spot_r0c0d0n0s0_sm3_clrdtl_clothwet1.hlsl" { colorMapSampler = material.colorMap; detailMapSampler = material.detailMap; detailScale = material.detailScale; normalMapSampler = material.normalMap; specularMapSampler = material.specularMap; envMapParms = material.envMapParms; cwWetColor = material.cwWetColor; cwWaterLevelHeight = material.cwWaterLevelHeight; cwWetSpecularity = material.cwWetSpecularity; cwEnvMapParms = material.cwEnvMapParms; cwWetnessInvert = material.cwWetnessInvert; cwWetnessMap_Sampler = material.cwWetnessMap; cwWetCosineMap_Sampler = material.cwWetCosineMap; colorDetailScale = material.colorDetailScale; colorDetailMapSampler = material.colorDetailMap; } vertex.position = code.position; vertex.normal = code.normal; vertex.color[0] = code.color; vertex.texcoord[0] = code.texcoord[0]; vertex.texcoord[2] = code.tangent; }