material diffuse_template
{
	lod_distances 400
	technique lighting
	{
	    scheme lighting
	    pass
	    {
            ambient  0 0 0
            diffuse  0 0 0
            specular 0 0 0
            emissive 0 0 0

            vertex_program_ref ambient_vs
            {
            }

            fragment_program_ref ambient_ps
            {
            }

            texture_unit ambient_tex
            {
            }
            texture_unit ambient_rel_tex
            {
            }
	    }
		pass
		{
		    max_lights 64
		   scene_blend add
            iteration once_per_light

            ambient  0 0 0
            diffuse  0 0 0
            specular 1 1 1 1 128

            vertex_program_ref diffuse_vs
            {
            }

            fragment_program_ref diffuse_ps
            {
            }

			texture_unit diffuse_tex
			{
			}
            texture_unit shadow_tex
            {
                content_type shadow
                filtering anisotropic
                max_anisotropy 16
                tex_address_mode border
                tex_border_colour 1 1 1
            }
			texture_unit diffuse_rel_tex
			{
			}
		}
	}
	// this is the technique for the scheme "geom" that the SSAO
    // compositor uses to render the geometry map
	technique geom
	{
	    scheme geom

	    pass
	    {
	        vertex_program_ref geom_vs
	        {
	        }

	        fragment_program_ref geom_ps
	        {
	        }
	    }
	}
}
material hlight : diffuse_template
{
    //set_texture_alias ambient_tex RustedMetal.jpg
    //set_texture_alias diffuse_tex RustedMetal.jpg
}