technique = base
{
    sampler = base_sampler
    {
        
    }
    macro = SPECULAR
    {
        max_value = 1
        min_value = 0
        def_value = 0
    }
    macro = POINT_LIGHT_COUNT
    {
        max_value = 4
        min_value = 0
        def_value = 0
    }
    macro = SPOT_LIGHT_COUNT
    {
        max_value = 0
        min_value = 0
        def_value = 0
    }
    macro = DIRECTIONAL_LIGHT_COUNT
    {
        max_value = 0
        min_value = 0
        def_value = 0
    }
    macro = OUTDOOR
    {
        max_value = 1
        min_value = 0
        def_value = 0
    }
    macro = DOUBLE_SIDE_LIGHTING
    {
        max_value = 1
        min_value = 0
        def_value = 0
    }
    include
    {
        names = (lighting_calc.inc)
    }   
    vertex_shader
    {
        name = mesh_render_lightmap_off.dsf
        target = vs_4_0
        function = vs_main
    }
    pixel_shader
    {
        name = mesh_render_lightmap_off.dsf
        target = ps_4_0
        function = ps_main
    }
}

technique = normal_map
{
    sampler = base_sampler
    {
        
    }
    macro = SPECULAR
    {
        max_value = 1
        min_value = 0
        def_value = 0
    }
    macro = POINT_LIGHT_COUNT
    {
        max_value = 4
        min_value = 0
        def_value = 0
    }
    macro = SPOT_LIGHT_COUNT
    {
        max_value = 0
        min_value = 0
        def_value = 0
    }
    macro = DIRECTIONAL_LIGHT_COUNT
    {
        max_value = 0
        min_value = 0
        def_value = 0
    }
    macro = OUTDOOR
    {
        max_value = 1
        min_value = 0
        def_value = 0
    }
    macro = DOUBLE_SIDE_LIGHTING
    {
        max_value = 1
        min_value = 0
        def_value = 0
    }
    include
    {
        names = (lighting_calc.inc)
    }   
    vertex_shader
    {
        name = mesh_render_with_normal_map.dsf
        target = vs_4_0
        function = vs_main
    }
    pixel_shader
    {
        name = mesh_render_with_normal_map.dsf
        target = ps_4_0
        function = ps_main
    }
}   