// Auxilary lights



/// Reference material [geometry]

material DeferredShading/LightMaterial

{

    technique

    {

		pass

		{

			// Don't disable depth test, because the light doesn't have to be rendered

			// if the bounding geometry is obscured.

			scene_blend add

			depth_write off

			depth_check on

			lighting off

			

			

			texture_unit

			{

				tex_address_mode clamp

				filtering none

			}

			texture_unit

			{

				tex_address_mode clamp

				filtering none

			}

		}

	}

}

/// Reference material [quad]

material DeferredShading/LightMaterialQuad

{

    technique

    {

		pass

		{

			scene_blend add

			depth_write off

			depth_check off

			lighting off

			

			texture_unit

			{

				tex_address_mode clamp

				filtering none

			}

			texture_unit

			{

				tex_address_mode clamp

				filtering none

			}

		}

	}

}



