[glslshaderbind]
id 98
start 97.25
end 120.75
enabled 1
layer 38
blend ONE ZERO

; FRAGMENT SHADER
string data/pool/shaders/bump + specular/vertex.txt

; VERTEX SHADER
string data/pool/shaders/bump + specular/fragment.txt

; PARAMETERS

string vec3 fvLightPosition v1=100-7*sin(t*500);v2=50+100*sin(t*0.8);v3=200-500*t/tend;
string vec3 fvEyePosition v1=100;v2=100;v3=100;

string sampler2D baseMap data/pool/models/terrain/diffuse.jpg
string sampler2D bumpMap data/pool/models/terrain/normal.jpg
string sampler2D specularMap data/pool/models/terrain/specular.jpg

string vec4 fvAmbient v1=0;v2=0;v3=0;v4=1;
string vec4 fvSpecular v1=1;v2=1;v3=1;v4=1;
string vec4 fvDiffuse v1=1;v2=1;v3=1;v4=1;

string float fSpecularPower v1=10;
