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/" ); }