//---------------------------------------------------------------------
	void TerrainMaterialGeneratorA::SM2Profile::ShaderHelper::defaultFpParams(
		const SM2Profile* prof, const Terrain* terrain, TechniqueType tt, const HighLevelGpuProgramPtr& prog)
	{
		GpuProgramParametersSharedPtr params = prog->getDefaultParameters();
		params->setIgnoreMissingParams(true);

		params->setNamedAutoConstant("ambient", GpuProgramParameters::ACT_AMBIENT_LIGHT_COLOUR);
		params->setNamedAutoConstant("lightPosObjSpace", GpuProgramParameters::ACT_LIGHT_POSITION_OBJECT_SPACE, 0);
		params->setNamedAutoConstant("lightDiffuseColour", GpuProgramParameters::ACT_LIGHT_DIFFUSE_COLOUR, 0);
		params->setNamedAutoConstant("lightSpecularColour", GpuProgramParameters::ACT_LIGHT_SPECULAR_COLOUR, 0);
		params->setNamedAutoConstant("eyePosObjSpace", GpuProgramParameters::ACT_CAMERA_POSITION_OBJECT_SPACE);
		params->setNamedAutoConstant("fogColour", GpuProgramParameters::ACT_FOG_COLOUR);

		if (prof->isShadowingEnabled(tt, terrain))
		{
			uint numTextures = 1;
			if (prof->getReceiveDynamicShadowsPSSM())
			{
				PSSMShadowCameraSetup* pssm = prof->getReceiveDynamicShadowsPSSM();
				numTextures = (uint)pssm->getSplitCount();
				Vector4 splitPoints;
				const PSSMShadowCameraSetup::SplitPointList& splitPointList = pssm->getSplitPoints();
				// Populate from split point 1, not 0, since split 0 isn't useful (usually 0)
				for (uint i = 1; i < numTextures; ++i)
				{
					splitPoints[i-1] = splitPointList[i];
				}
				params->setNamedConstant("pssmSplitPoints", splitPoints);
			}

			if (prof->getReceiveDynamicShadowsDepth())
			{
				size_t samplerOffset = (tt == HIGH_LOD) ? mShadowSamplerStartHi : mShadowSamplerStartLo;
				for (uint i = 0; i < numTextures; ++i)
				{
					params->setNamedAutoConstant("inverseShadowmapSize" + StringConverter::toString(i), 
						GpuProgramParameters::ACT_INVERSE_TEXTURE_SIZE, i + samplerOffset);
				}
			}
		}

        // Explicitly bind samplers for GLSL
        if ((prof->_getShaderLanguage() == "glsl") || (prof->_getShaderLanguage() == "glsles"))
        {
            int numSamplers = 0;
            if (tt == LOW_LOD)
            {
                params->setNamedConstant("compositeMap", (int)numSamplers++);
            }
            else
            {
                params->setNamedConstant("globalNormal", (int)numSamplers++);

                if (terrain->getGlobalColourMapEnabled() && prof->isGlobalColourMapEnabled())
                {
                    params->setNamedConstant("globalColourMap", (int)numSamplers++);
                }
                if (prof->isLightmapEnabled())
                {
                    params->setNamedConstant("lightMap", (int)numSamplers++);
                }

                uint maxLayers = prof->getMaxLayers(terrain);
                uint numBlendTextures = std::min(terrain->getBlendTextureCount(maxLayers), terrain->getBlendTextureCount());
                uint numLayers = std::min(maxLayers, static_cast<uint>(terrain->getLayerCount()));
                // Blend textures - sampler definitions
                for (uint i = 0; i < numBlendTextures; ++i)
                {
                    params->setNamedConstant("blendTex" + StringConverter::toString(i), (int)numSamplers++);
                }

                // Layer textures - sampler definitions & UV multipliers
                for (uint i = 0; i < numLayers; ++i)
                {
                    params->setNamedConstant("difftex" + StringConverter::toString(i), (int)numSamplers++);
                    params->setNamedConstant("normtex" + StringConverter::toString(i), (int)numSamplers++);
                }

                uint numShadowTextures = 1;
                if (prof->getReceiveDynamicShadowsPSSM())
                    numShadowTextures = (uint)prof->getReceiveDynamicShadowsPSSM()->getSplitCount();

                for (uint i = 0; i < numShadowTextures; ++i)
                {
                    if (prof->isShadowingEnabled(tt, terrain))
                        params->setNamedConstant("shadowMap" + StringConverter::toString(i), (int)numSamplers++);
                }
            }
        }
	}