vertex_program nm_vs11 hlsl
{
	source nm.hlsl
	target vs_1_1
	entry_point MainVS
}

fragment_program nm_ps20 hlsl
{
	source nm.hlsl
	target ps_2_0
	entry_point MainPS
}

material defaultMat
{

	// This is the preferred technique which uses both vertex and
	// fragment programs, supports coloured lights
	technique
	{
		pass
		{
			// base colours, not needed for rendering, but as information
			// to lighting pass categorisation routine
			ambient 0 0 0 
			
			// do this for each light
			iteration once_per_light

			scene_blend add

         		vertex_program_ref nm_vs11
	        	{
		        }
         		
			fragment_program_ref nm_ps20
	        	{
		        }

         
			// Base bump map
			texture_unit
			{
				texture Grappler_NM.BMP
				colour_op replace
			}
		}
		pass
		{
			texture_unit
			{
				texture Grappler_TM.BMP
			}
		}
		
	}

}