material diffuse_template { technique lighting { scheme lighting pass { ambient 1 1 1 diffuse 0 0 0 specular 0 0 0 0 emissive 0 0 0 vertex_program_ref ambient_vs { } fragment_program_ref ambient_ps { } texture_unit ambient_tex { } } pass { max_lights 8 scene_blend add iteration once_per_light ambient 0 0 0 diffuse 1 1 1 specular 1 1 1 128 vertex_program_ref diffuse_vs { } fragment_program_ref diffuse_ps { } texture_unit diffuse_tex { } texture_unit shadow_tex { content_type shadow filtering anisotropic max_anisotropy 16 tex_address_mode border tex_border_colour 1 1 1 } } } // this is the technique for the scheme "geom" that the SSAO // compositor uses to render the geometry map technique geom { scheme geom pass { vertex_program_ref geom_vs { } fragment_program_ref geom_ps { } } } }