



// textures
//
texture BaseTex <
	int _unitID = 0;	// compatibility with igIniShaderFactory approach
	string UIName = "Base";
>;

sampler samplerBaseTex = sampler_state 
{
	texture = <BaseTex>;
};

#if NUM_TEXTURES > 1
texture BlendTex <
	int _unitID = 1;	// compatibility with igIniShaderFactory approach
	string UIName = "Diffuse Blend";
>;

sampler samplerBlendTex = sampler_state 
{
	texture = <BlendTex>;
};
#endif	// NUM_TEXTURES > 1

texture SpecMapTex <
	int _unitID = 2;	// compatibility with igIniShaderFactory approach
	string UIName = "Spec Map";
>;

sampler samplerSpecMapTex = sampler_state 
{
	texture = <SpecMapTex>;
};


texture LightMap <
	int _unitID = 3;	// compatibility with igIniShaderFactory approach
	string UIName = "Light map";
>;

sampler samplerLightMap = sampler_state
{
	texture = <LightMap>;
};


#if NUM_TEXTURES > 1
// uv scale values
//
float fTex1Scale <
	string Usage = "Tex1Scale";
	int _unitID = 0;	// compatibility with igIniShaderFactory approach
	string UIName = "Diffuse Blend uv scale";
	float UIMin = 0.1;
	float UIMax = 10.0;
	float UIStep = 0.1;
> = 1.f;

float fUVAspect <
	string Usage = "UVAspect";
	int _unitID = 1;	// compatibility with igIniShaderFactory approach
	string UIName = "uv aspect ratio";
	float UIMin = 0.1;
	float UIMax = 10.0;
	float UIStep = 0.1;
> = 1.f;
#endif	// NUM_TEXTURES > 1

// spec params
//
float fSpecPower <
	string Usage = "Glossiness";
	int _unitID = 2;	// compatibility with igIniShaderFactory approach
	string UIName = "Glossiness";
	float UIMin = 1.0;
	float UIMax = 128.0;
	float UIStep = 0.1;
> = 24.f;

float fSpecMult <
	string Usage = "Level";
	int _unitID = 3;	// compatibility with igIniShaderFactory approach
	string UIName = "Level";
	float UIMin = 0.0;
	float UIMax = 8.0;
	float UIStep = 0.01;
> = 0.8f;
