//---------------------------------------------------------------------
	void TerrainMaterialGeneratorC::SM2Profile::addTechnique(
		const MaterialPtr& mat, const Terrain* terrain, TechniqueType tt)
	{
		Technique* tech = mat->createTechnique();
		tech->setSchemeName("GBuffer");
 
		// Only supporting one pass
		Pass* pass = tech->createPass();
		//pass->setName("NO_DEFERRED");
 
		GpuProgramManager& gmgr = GpuProgramManager::getSingleton();
		HighLevelGpuProgramManager& hmgr = HighLevelGpuProgramManager::getSingleton();
		if (!mShaderGen)
		{
			if (hmgr.isLanguageSupported("cg"))
				mShaderGen = OGRE_NEW ShaderHelperCg();
			else
			{
				// todo
			}
 
			// check SM3 features
			mSM3Available = GpuProgramManager::getSingleton().isSyntaxSupported("ps_3_0");
			mSM4Available = GpuProgramManager::getSingleton().isSyntaxSupported("ps_4_0");
 
		}
		HighLevelGpuProgramPtr vprog = mShaderGen->generateVertexProgram(this, terrain, tt);
		HighLevelGpuProgramPtr fprog = mShaderGen->generateFragmentProgram(this, terrain, tt);
 
		pass->setVertexProgram(vprog->getName());
		pass->setFragmentProgram(fprog->getName());
 
		if (tt == HIGH_LOD || tt == RENDER_COMPOSITE_MAP)
		{
			// global normal map
			TextureUnitState* tu = pass->createTextureUnitState();
			tu->setTextureName(terrain->getTerrainNormalMap()->getName());
			tu->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);
 
			// global colour map
			if (terrain->getGlobalColourMapEnabled() && isGlobalColourMapEnabled())
			{
				tu = pass->createTextureUnitState(terrain->getGlobalColourMap()->getName());
				tu->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);
			}
 
			// light map
			if (isLightmapEnabled())
			{
				tu = pass->createTextureUnitState(terrain->getLightmap()->getName());
				tu->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);
			}
 
			// blend maps
			uint maxLayers = getMaxLayers(terrain);
			uint numBlendTextures = std::min(terrain->getBlendTextureCount(maxLayers), terrain->getBlendTextureCount());
			uint numLayers = std::min(maxLayers, static_cast<uint>(terrain->getLayerCount()));
			for (uint i = 0; i < numBlendTextures; ++i)
			{
				tu = pass->createTextureUnitState(terrain->getBlendTextureName(i));
				tu->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);
			}
 
			// layer textures
			for (uint i = 0; i < numLayers; ++i)
			{
				// diffuse / specular
				pass->createTextureUnitState(terrain->getLayerTextureName(i, 0));
 
				// normal / height
				pass->createTextureUnitState(terrain->getLayerTextureName(i, 1));
			}
 
		}
		else
		{
			// LOW_LOD textures
			// composite map
			TextureUnitState* tu = pass->createTextureUnitState();
			tu->setTextureName(terrain->getCompositeMap()->getName());
			tu->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);
 
			// That's it!
 
		}
	}
	//---------------------------------------------------------------------
	void TerrainMaterialGeneratorA::SM2Profile::addTechnique(
		const MaterialPtr& mat, const Terrain* terrain, TechniqueType tt)
	{
		Technique* tech = mat->createTechnique();

		// Only supporting one pass
		Pass* pass = tech->createPass();

		GpuProgramManager& gmgr = GpuProgramManager::getSingleton();
		HighLevelGpuProgramManager& hmgr = HighLevelGpuProgramManager::getSingleton();
		if (!mShaderGen)
		{
			bool check2x = mLayerNormalMappingEnabled || mLayerParallaxMappingEnabled;
			if (hmgr.isLanguageSupported("cg"))
            {
				mShaderGen = OGRE_NEW ShaderHelperCg();
            }
			else if (hmgr.isLanguageSupported("hlsl") &&
				((check2x && gmgr.isSyntaxSupported("ps_4_0")) ||
				(check2x && gmgr.isSyntaxSupported("ps_2_x")) ||
				(!check2x && gmgr.isSyntaxSupported("ps_2_0"))))
            {
				mShaderGen = OGRE_NEW ShaderHelperHLSL();
            }
			else if (hmgr.isLanguageSupported("glsl"))
            {
				mShaderGen = OGRE_NEW ShaderHelperGLSL();
            }
			else if (hmgr.isLanguageSupported("glsles"))
            {
				mShaderGen = OGRE_NEW ShaderHelperGLSLES();
            }
			
			// check SM3 features
			mSM3Available = GpuProgramManager::getSingleton().isSyntaxSupported("ps_3_0");
			mSM4Available = GpuProgramManager::getSingleton().isSyntaxSupported("ps_4_0");
		}

		HighLevelGpuProgramPtr vprog = mShaderGen->generateVertexProgram(this, terrain, tt);
		HighLevelGpuProgramPtr fprog = mShaderGen->generateFragmentProgram(this, terrain, tt);

		pass->setVertexProgram(vprog->getName());
		pass->setFragmentProgram(fprog->getName());

		if (tt == HIGH_LOD || tt == RENDER_COMPOSITE_MAP)
		{
			// global normal map
			TextureUnitState* tu = pass->createTextureUnitState();
			tu->setTextureName(terrain->getTerrainNormalMap()->getName());
			tu->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);

			// global colour map
			if (terrain->getGlobalColourMapEnabled() && isGlobalColourMapEnabled())
			{
				tu = pass->createTextureUnitState(terrain->getGlobalColourMap()->getName());
				tu->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);
			}

			// light map
			if (isLightmapEnabled())
			{
				tu = pass->createTextureUnitState(terrain->getLightmap()->getName());
				tu->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);
			}

			// blend maps
			uint maxLayers = getMaxLayers(terrain);
			uint numBlendTextures = std::min(terrain->getBlendTextureCount(maxLayers), terrain->getBlendTextureCount());
			uint numLayers = std::min(maxLayers, static_cast<uint>(terrain->getLayerCount()));
			for (uint i = 0; i < numBlendTextures; ++i)
			{
				tu = pass->createTextureUnitState(terrain->getBlendTextureName(i));
				tu->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);
			}

			// layer textures
			for (uint i = 0; i < numLayers; ++i)
			{
				// diffuse / specular
				pass->createTextureUnitState(terrain->getLayerTextureName(i, 0));
				// normal / height
				pass->createTextureUnitState(terrain->getLayerTextureName(i, 1));
			}

		}
		else
		{
			// LOW_LOD textures
			// composite map
			TextureUnitState* tu = pass->createTextureUnitState();
			tu->setTextureName(terrain->getCompositeMap()->getName());
			tu->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);

			// That's it!

		}

		// Add shadow textures (always at the end)
		if (isShadowingEnabled(tt, terrain))
		{
			uint numTextures = 1;
			if (getReceiveDynamicShadowsPSSM())
			{
				numTextures = (uint)getReceiveDynamicShadowsPSSM()->getSplitCount();
			}
			for (uint i = 0; i < numTextures; ++i)
			{
				TextureUnitState* tu = pass->createTextureUnitState();
				tu->setContentType(TextureUnitState::CONTENT_SHADOW);
				tu->setTextureAddressingMode(TextureUnitState::TAM_BORDER);
				tu->setTextureBorderColour(ColourValue::White);
			}
		}

	}