import * from "BumpMap.material" // Any number of lights, diffuse material Cube_Lava_Normal : BumpMap_Base { technique { pass ambient { } // Now do the lighting pass // NB we don't do decal texture here because this is repeated per light pass perlight { // Base bump map texture_unit normalmap { texture Cube_Lava_NORM.jpg colour_op replace } } // Decal pass pass decal { texture_unit decalmap { texture Cube_Lava_COLOR.jpg } } } }