void ProcessedFFMaterial::_initPassStateBlock( RenderPassData *rpd, GFXStateBlockDesc &result )
{
   Parent::_initPassStateBlock( rpd, result );

   if ( mIsLightingMaterial )
   {
      result.ffLighting = true;
      result.blendDefined = true;
      result.blendEnable = true;
      result.blendSrc = GFXBlendOne;
      result.blendSrc = GFXBlendOne;
   }

   // This is here for generic FF shader fallbacks.
   CustomMaterial* custmat = dynamic_cast<CustomMaterial*>(mMaterial);
   if (custmat && custmat->getStateBlockData() )
      result.addDesc(custmat->getStateBlockData()->getState());
}
/// Does the base render state block setting, normally per pass
void ProcessedFFMaterial::_initPassStateBlock(const Material::BlendOp blendOp, U32 numTex, const U32 texFlags[Material::MAX_TEX_PER_PASS], GFXStateBlockDesc& result)
{
   Parent::_initPassStateBlock(blendOp, numTex, texFlags, result);   
   if (mIsLightingMaterial)
   {
      result.ffLighting = true;
      result.blendDefined = true;
      result.blendEnable = true;
      result.blendSrc = GFXBlendOne;
      result.blendSrc = GFXBlendOne;
   }

   // This is here for generic FF shader fallbacks.
   CustomMaterial* custmat = dynamic_cast<CustomMaterial*>(mMaterial);
   if (custmat)
   {
      if (custmat->getStateBlockData())
      {
         result.addDesc(custmat->getStateBlockData()->getState());
      }      
   }
}