text: //-----------------------------------------------------------------------------
  // 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.
  //-----------------------------------------------------------------------------
  
  #ifndef _PIXSPECULAR_GLSL_H_
  #define _PIXSPECULAR_GLSL_H_
  
  #ifndef _SHADERGEN_GLSL_SHADERFEATUREGLSL_H_
  #include "shaderGen/GLSL/shaderFeatureGLSL.h"
  #endif
  
  
  /// A per-pixel specular feature.
  class PixelSpecularGLSL : public ShaderFeatureGLSL
  {
  protected:
  
     ShaderIncludeDependency mDep;
  
  public:
  
     PixelSpecularGLSL();
  
     virtual void processVert( Vector<ShaderComponent*> &componentList,
                               const MaterialFeatureData &fd );
  
     virtual void processPix( Vector<ShaderComponent*> &componentList, 
                              const MaterialFeatureData &fd );
  
     virtual Resources getResources( const MaterialFeatureData &fd );
     
     virtual String getName()
     {
        return "Pixel Specular";
     }
  };
  
  /// A texture source for the PixSpecular feature
  class SpecularMapGLSL : public ShaderFeatureGLSL
  {
  
  public:
     virtual void processVert( Vector<ShaderComponent*> &componentList,
                               const MaterialFeatureData &fd );
  
     virtual void processPix( Vector<ShaderComponent*> &componentList, 
        const MaterialFeatureData &fd );
  
     virtual Resources getResources( const MaterialFeatureData &fd );
  
     virtual void setTexData( Material::StageData &stageDat,
        const MaterialFeatureData &fd,
        RenderPassData &passData,
        U32 &texIndex );
  
     virtual String getName()
     {
        return "Specular Map";
     }
  };
  
  #endif // _PIXSPECULAR_HLSL_H_
  