<shader compiler="xmlshader" name="light_spec_bumpmap">
  <technique priority="250" lights="1">
    <pass>
      <mixmode>
        <srcalphaadd />
      </mixmode>
		<buffer source="texture coordinate 0" destination="texture coordinate 0" />
      <buffer source="normal" destination="normal" />
      <buffer source="tangent" destination="texture coordinate 1" />
      <buffer source="binormal" destination="texture coordinate 2" />
      <vp plugin="glcg" file="/shader/specular/bump.cgvp" />
      <texture destination="TexNormal" name="tex normal" />
      <texture destination="TexDiffuse" name="tex diffuse" />
      <texture destination="TexAttn" name="light 0 attenuationtex" />
      <fp plugin="glcg"> 
	      <cgfp>
		      <?Include /shader/specular/specular.cgfp ?>
	      </cgfp>
      </fp>
    </pass>
  </technique>
  
  <!-- Compute all lights with vproc_std (ie software per-vertex) -->
  <technique priority="0" lights="2147483647">
    <pass>
      <mixmode><add/></mixmode>
      <texture name="tex diffuse" destination="unit 0" />
      <buffer source="texture coordinate 0" destination="texture coordinate 0" />
      <buffer source="color" destination="color" />
      <buffer source="generic 0" destination="secondary color" />
      <vp plugin="software" />
      <vproc plugin="vproc_std">
	<vproc_std>
	  <lightmixmode>add</lightmixmode>
	  <colormixmode>none</colormixmode>
	  <finalfactor type="float">0.5</finalfactor>
	  <lights>2147483647</lights>
	  <specular buffer="generic 0" />
	  <specularexp type="float">32</specularexp>
	</vproc_std>
      </vproc>
      <fp plugin="software">
	<softfp>
	  <flatcolor type="shadervar">mat flatcolor</flatcolor>
	  <colorfactor type="float">2</colorfactor>
	  <colorsum/>
	</softfp>
      </fp>
    </pass>
  </technique>
  
  <fallbackshader name="light_bumpmap" file="/shader/light_bumpmap.xml" />
</shader>

