
// textures
//
texture Texture1 <
	int _unitID = 0;	// compatibility with igIniShaderFactory approach
	string UIName = "Texture 1";
>;

sampler samplerTexture1 = sampler_state 
{
	texture = <Texture1>;
};

texture Texture2 <
	int _unitID = 1;	// compatibility with igIniShaderFactory approach
	string UIName = "Texture 2";
>;

sampler samplerTexture2 = sampler_state 
{
	texture = <Texture2>;
};


texture Texture3 <
	int _unitID = 2;	// compatibility with igIniShaderFactory approach
	string UIName = "Texture 3";
>;

sampler samplerTexture3 = sampler_state 
{
	texture = <Texture3>;
};


texture MaskLightMap <
	int _unitID = 3;	// compatibility with igIniShaderFactory approach
	string UIName = "Mask and light map";
>;

sampler samplerMaskLightMap = sampler_state
{
	texture = <MaskLightMap>;
};

#ifdef FOURTEX

texture Texture4 <
	int _unitID = 4;	// compatibility with igIniShaderFactory approach
	string UIName = "Texture 4";
>;

sampler samplerTexture4 = sampler_state 
{
	texture = <Texture4>;
};

#endif


// uv scale values
//
float fTex1Scale <
	string Usage = "Tex1Scale";
	int _unitID = 0;	// compatibility with igIniShaderFactory approach
	string UIName = "texture1 uv scale";
	float UIMin = 0.1;
	float UIMax = 10.0;
	float UIStep = 0.1;
> = 1.f;

float fTex2Scale <
	string Usage = "Tex2Scale";
	int _unitID = 1;	// compatibility with igIniShaderFactory approach
	string UIName = "texture2 uv scale";
	float UIMin = 0.1;
	float UIMax = 10.0;
	float UIStep = 0.1;
> = 1.f;

float fTex3Scale <
	string Usage = "Tex3Scale";
	int _unitID = 2;	// compatibility with igIniShaderFactory approach
	string UIName = "texture3 uv scale";
	float UIMin = 0.1;
	float UIMax = 10.0;
	float UIStep = 0.1;
> = 1.f;

#ifdef FOURTEX

float fTex4Scale <
	string Usage = "Tex4Scale";
	int _unitID = 3;	// compatibility with igIniShaderFactory approach
	string UIName = "texture4 uv scale";
	float UIMin = 0.1;
	float UIMax = 10.0;
	float UIStep = 0.1;
> = 1.f;

#endif

float fUVAspect <
	string Usage = "UVAspect";
	int _unitID = 4;	// compatibility with igIniShaderFactory approach
	string UIName = "uv aspect ratio";
	float UIMin = 0.1;
	float UIMax = 10.0;
	float UIStep = 0.1;
> = 1.f;

float fLightScale <
	string Usage = "LightScale";
	int _unitID = 5;	// compatibility with igIniShaderFactory approach
	string UIName = "light scale factor (for shadows)";
> = 0.1f;

float4 vShadowColor <
	string Usage = "ShadowColor";
	int _unitID = 4;	// compatibility with igIniShaderFactory approach
	string UIName = "shadow hue";
	string UIWidget = "color";
> = { 0.5, 0.5, 0.5, 0.5 };
