// Post processors material DeferredShading/Post/Multi { technique { pass { // Ambient and depth write pass cull_hardware none cull_software none //depth_check off depth_write on fragment_program_ref DeferredShading/post/hlsl/Ambient_ps { } vertex_program_ref DeferredShading/post/hlsl/vs { } texture_unit { tex_address_mode clamp filtering none } texture_unit { tex_address_mode clamp filtering none } } pass { scene_blend add cull_hardware none cull_software none iteration once_per_light depth_write off //depth_check off fragment_program_ref DeferredShading/post/hlsl/GlobalLight_ps { } vertex_program_ref DeferredShading/post/hlsl/vs { } texture_unit { tex_address_mode clamp filtering none } texture_unit { tex_address_mode clamp filtering none } } } technique { pass { // Ambient and depth write pass cull_hardware none cull_software none //depth_check off depth_write on fragment_program_ref DeferredShading/post/glsl/Ambient_ps { } vertex_program_ref DeferredShading/post/glsl/vs { } texture_unit { tex_address_mode clamp filtering none } texture_unit { tex_address_mode clamp filtering none } } pass { scene_blend add cull_hardware none cull_software none iteration once_per_light depth_write off depth_check off fragment_program_ref DeferredShading/post/glsl/GlobalLight_ps { } vertex_program_ref DeferredShading/post/glsl/vs { } texture_unit { tex_address_mode clamp filtering none } texture_unit { tex_address_mode clamp filtering none } } } }