material Checkpoint_InnerRing { set $diffuseCol "1 1 1 1" set $specularCol "1 1 1" set $shininess "32" technique { pass { illumination_stage ambient ambient 1 1 1 1 diffuse $diffuseCol specular 0 0 0 0 emissive 0 0 0 0 vertex_program_ref ambient_vs { } fragment_program_ref ambient_ps { } texture_unit diffuseMap { texture CheckpointTex.jpg } texture_unit aoMap { texture CheckpointTex.jpg } } pass { illumination_stage per_light scene_blend add // iteration once_per_light not needed while illumination_stage per_light is used vertex_program_ref diffuse_vs { } fragment_program_ref diffuse_ps { } diffuse $diffuseCol specular $specularCol $shininess ambient 0 0 0 0 texture_unit diffuseMap { texture CheckpointTex.jpg } texture_unit specMap { texture CheckpointTex.jpg } texture_unit normalMap { texture CheckpointNormal.png } } } }