1material spine
2{
3	// Hardware skinning technique - no fragment program
4	technique
5	{
6		pass
7		{
8			diffuse 1 1 1
9			texture_unit
10			{
11				texture circuit.dds
12			}
13
14			vertex_program_ref Ogre/HardwareSkinningTwoWeights
15			{
16
17			}
18
19			// alternate shadow caster program
20			shadow_caster_vertex_program_ref Ogre/HardwareSkinningTwoWeightsShadowCaster
21			{
22				param_named_auto worldMatrix3x4Array world_matrix_array_3x4
23				param_named_auto viewProjectionMatrix viewproj_matrix
24				param_named_auto ambient ambient_light_colour
25			}
26		}
27	}
28}
29
30material spineDualQuat
31{
32	// Hardware skinning technique
33	technique
34	{
35		pass
36		{
37			diffuse 1 1 1
38			texture_unit
39			{
40				texture circuit.dds
41			}
42
43			vertex_program_ref Ogre/DualQuaternionHardwareSkinningTwoWeightsTwoPhase
44			{
45			}
46
47			shadow_caster_vertex_program_ref Ogre/DualQuaternionHardwareSkinningTwoWeightsTwoPhaseShadowCaster
48			{
49			}
50		}
51	}
52}
53