
struct TLightSource
{
    float4      vDirectionWS;
    float3      vLightColor;
    float4x4    mShadowTransform;
};

static const int        MAX_LIGHTS = 3;
shared TLightSource     c_axLights[MAX_LIGHTS];
shared texture2D        c_tShadowMap;
shared int              c_iNumLights = 0;
shared int              c_iLightIndex = 0;

shared float3           c_vAmbientLightColor <string Context = "Scene";> = {0.1, 0.1, 0.1};



sampler2D c_sShadowMapSampler = 
sampler_state
{
	Texture = <c_tShadowMap>;
	MinFilter = anisotropic;
	MagFilter = linear;
	MipFilter = none;
	AddressU = clamp;
	AddressV = clamp;
};
