material lambert1 { technique { pass { IllumTechniques { RenderTechnique DepthShadowReciever { max_light_count 3 vertex_program_name GameTools/ShadowMap/ShadowDistVS fragment_program_name GameTools/ShadowMap/ShadowDistPS set_light_view true set_light_farplane true } } iteration once_per_light spot //iteration once_per_light point ambient 1.0 1.0 1.0 1 diffuse 1.0 1.0 1.0 1 specular 0 0 0 0 emissive 0 0 0 } } }