material TextureAtlasMultiMaterial { technique { pass { ambient 0.0 0.0 0.0 diffuse 0.0 0.0 0.0 depth_bias -5 -5 } pass { vertex_program_ref TextureAtlasOneLightVertexProgram { param_named_auto world world_matrix param_named_auto viewProj viewproj_matrix param_named_auto ambient ambient_light_colour param_named_auto light0.position light_position 0 param_named_auto light0.diffuseColour light_diffuse_colour 0 param_named_auto light0.attenuation light_attenuation 0 } fragment_program_ref TextureAtlasFragmentProgram { } texture_unit { texture texture_atlas.png filtering none } scene_blend add } } }