string description = "three textures plus light map, lighting, ocean-depth fog, and a room ambient value that is separate from the regular sun ambient value.";

#define LIGHTING 1
#define OCEANDEPTH 1

#include "shaderAttrs.fxh"
#include "ThreeTexLightMapAttrs.fxh"
#include "threeTexLightMap.hlsl"

technique {

	pass threeTexPass {
		
		VertexShader = compile vs_2_0 VSMain(
			fTex1Scale,
		    fTex2Scale,
		    fTex3Scale,
			fUVAspect,
			modelViewProjection,  
	        fogColor,
			fogParams,
		    modelWorld,
			sunDirectionObject,
		    sunColor,
			roomAmbient,	// Use special room ambient instead of sun ambient
			oceanDepthRange,
			oceanDepthColor);
		
		PixelShader = compile PS20_OR_PS14 PSMain(
			samplerTexture1,
			samplerTexture2,
			samplerTexture3,
			samplerMaskLightMap,
			vShadowColor,
			fLightScale );
	}
}

