<?xml version="1.0" encoding="utf-8"?>
<PropertyList>
	<name>Effects/light-spot</name>
	<parameters></parameters>
	<technique n="10">
		<pass>
			<depth>
				<enabled type="bool">false</enabled>
				<write-mask type="bool">false</write-mask>
			</depth>
			<cull-face>front</cull-face>
			<render-bin>
				<bin-number>2</bin-number>
				<bin-name>RenderBin</bin-name>
			</render-bin>
			<blend>
				<source>one</source>
				<destination>one</destination>
			</blend>
			<texture-unit>
				<unit>0</unit>
				<type>buffer</type>
				<name>depth</name>
			</texture-unit>
			<texture-unit>
				<unit>1</unit>
				<type>buffer</type>
				<name>normal</name>
			</texture-unit>
			<texture-unit>
				<unit>2</unit>
				<type>buffer</type>
				<name>diffuse</name>
			</texture-unit>
			<texture-unit>
				<unit>3</unit>
				<type>buffer</type>
				<name>spec-emis</name>
			</texture-unit>
			<program>
				<vertex-shader>Shaders/light-spot.vert</vertex-shader>
				<fragment-shader>Shaders/light-spot.frag</fragment-shader>
				<fragment-shader>Shaders/gbuffer-functions.frag</fragment-shader>
				<attribute>
					<name>attenuation</name>
					<index>12</index>
				</attribute>
			</program>
			<uniform>
				<name>depth_tex</name>
				<type>sampler-2d</type>
				<value type="int">0</value>
			</uniform>
			<uniform>
				<name>normal_tex</name>
				<type>sampler-2d</type>
				<value type="int">1</value>
			</uniform>
			<uniform>
				<name>color_tex</name>
				<type>sampler-2d</type>
				<value type="int">2</value>
			</uniform>
			<uniform>
				<name>spec_emis_tex</name>
				<type>sampler-2d</type>
				<value type="int">3</value>
			</uniform>
			<uniform>
				<name>LightPosition</name>
				<type>float-vec4</type>
				<value type="vec4d"><use>position</use></value>
				<positioned type="bool">true</positioned>
			</uniform>
			<uniform>
				<name>LightDirection</name>
				<type>float-vec4</type>
				<value type="vec4d"><use>direction</use></value>
				<positioned type="bool">true</positioned>
			</uniform>
			<uniform>
				<name>Ambient</name>
				<type>float-vec4</type>
				<value type="vec4d"><use>ambient</use></value>
			</uniform>
			<uniform>
				<name>Diffuse</name>
				<type>float-vec4</type>
				<value type="vec4d"><use>diffuse</use></value>
			</uniform>
			<uniform>
				<name>Specular</name>
				<type>float-vec4</type>
				<value type="vec4d"><use>specular</use></value>
			</uniform>
			<uniform>
				<name>Attenuation</name>
				<type>float-vec3</type>
				<value type="vec3d"><use>attenuation</use></value>
			</uniform>
			<uniform>
				<name>Exponent</name>
				<type>float</type>
				<value type="float"><use>exponent</use></value>
			</uniform>
			<uniform>
				<name>Cutoff</name>
				<type>float</type>
				<value type="float"><use>cutoff</use></value>
			</uniform>
			<uniform>
				<name>CosCutoff</name>
				<type>float</type>
				<value type="float"><use>cosCutoff</use></value>
			</uniform>
			<uniform>
				<name>Near</name>
				<type>float</type>
				<value type="float"><use>near</use></value>
			</uniform>
			<uniform>
				<name>Far</name>
				<type>float</type>
				<value type="float"><use>far</use></value>
			</uniform>
		</pass>
	</technique>
</PropertyList>