//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------

new GFXStateBlockData( ScatterSkySBData )
{
   //cullDefined = true;
   cullMode = "GFXCullNone";
   
   zDefined = true;
   zEnable = true;
   zWriteEnable = false;
   //zFunc = "GFXCmpLessEqual";
   
   samplersDefined = true;
   samplerStates[0] = SamplerClampLinear;   
   samplerStates[1] = SamplerClampLinear;
   vertexColorEnable = true;
};

singleton ShaderData( ScatterSkyShaderData )
{
   DXVertexShaderFile     = "shaders/common/scatterSkyV.hlsl";
   DXPixelShaderFile      = "shaders/common/scatterSkyP.hlsl";   
   
   OGLVertexShaderFile     = "shaders/common/gl/scatterSkyV.glsl";
   OGLPixelShaderFile      = "shaders/common/gl/scatterSkyP.glsl";
   
   samplerNames[0] = "$nightSky";
   
   pixVersion = 2.0;
};
