// Auxiliary lights

// Reference material [geometry]
material DeferredShading/LightMaterial/Geometry
{
	technique DeferredTechnique
	{
		pass DeferredPass
		{
			// Don't disable depth test, because the light doesn't have to be rendered
			// if the bounding geometry is obscured.
			scene_blend add
			depth_write off
			depth_check on
			lighting off
			
			texture_unit GBuffer1
			{
				content_type compositor DeferredShading/GBuffer mrt_output 0
				tex_address_mode clamp
				filtering none
			}
			texture_unit GBuffer2
			{
				content_type compositor DeferredShading/GBuffer mrt_output 1
				tex_address_mode clamp
				filtering none
			}
		}
	}
}

// Reference material [geometry w/shadows]
material DeferredShading/LightMaterial/GeometryShadow : DeferredShading/LightMaterial/Geometry
{
	technique DeferredTechnique
	{
		pass DeferredPass
		{
			texture_unit ShadowMap
			{
				content_type shadow
			}
		}
	}
}

// Reference material [quad]
material DeferredShading/LightMaterial/Quad : DeferredShading/LightMaterial/Geometry
{
    technique DeferredTechnique
    {
		pass DeferredPass
		{
			depth_check off
		}
	}
}


// Reference material [quad w/shadows]
material DeferredShading/LightMaterial/QuadShadow : DeferredShading/LightMaterial/GeometryShadow
{
    technique DeferredTechnique
    {
		pass DeferredPass
		{
			depth_check off
		}
	}
}
