vertex_program HemisphericLighting_VP cg { source Shaders/HemisphericLighting.cg default_params { param_named_auto worldviewproj worldviewproj_matrix //param_named skyColor float4 1 0 0 1 //param_named groundColor float4 0 1 0 1 // Overcast param_named skyColor float4 0.576 0.6 0.6 1.0 param_named groundColor float4 0.20 0.254 0.105 1.0 } entry_point HemisphericLighting_VP profiles vs_1_1 arbvp1 } fragment_program HemisphericLighting_FP cg { source Shaders/HemisphericLighting.cg default_params { } entry_point HemisphericLighting_FP profiles ps_2_0 arbfp1 } material HemisphericLighting { technique { pass { vertex_program_ref HemisphericLighting_VP { //param_named skyColor float4 0.59 0.721 0.831 1.0 //param_named groundColor float4 0.549 0.537 0.337 1.0 } fragment_program_ref HemisphericLighting_FP { } texture_unit { texture Textures/Checkers.jpg } } } } material Default { technique { pass { texture_unit { texture Textures/Checkers.jpg } } } }