<shader compiler="xmlshader" name="character_bump2">
  <!--
  <technique priority="150">
    <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="bones indices" destination="IN.BonesIndices" />
        <buffer source="bones weights" destination="IN.BonesWeights" />
        <vp plugin="glcg" file="/shader/character/character_bump2.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>
  -->
  <technique priority="100">
  <pass>
	  <mixmode><srcalphaadd /></mixmode>
	  <buffer source="texture coordinate 0" destination="texture coordinate 0" />
	  <buffer source="generic 0" destination="position" />
	  <buffer source="generic 1" destination="normal" />
	  <buffer source="generic 2" destination="texture coordinate 1" />
	  <buffer source="generic 3" destination="texture coordinate 2" />
	  <vproc plugin="vproc_std">
	  <vproc_std>
	    <skinned_position buffer="generic 0" />
	    <skinned_normal buffer="generic 1" />
	    <skinned_tangent buffer="generic 2" />
	    <skinned_bitangent buffer="generic 3" />
	  </vproc_std>
	  </vproc>
	  <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>

</shader>
