public LightMaterialGenerator( string language )
{
_bitNames.Add( "Quad" ); // MaterialId.Quad
_bitNames.Add( "Attenuated" ); // MaterialId.Attenuated
_bitNames.Add( "Specular" ); // MaterialId.Specular
_vsMask = 0x00000001;
_psMask = 0x00000006;
_matMask = 0x00000001;
_materialBaseName = "DeferredShading/LightMaterial/";
if ( language == "hlsl" )
_generator = new LightMaterialGeneratorHlsl( "DeferredShading/LightMaterial/hlsl/" );
else
_generator = new LightMaterialGeneratorGlsl( "DeferredShading/LightMaterial/glsl/" );
}
}