shader()
{
    Cull("ccw")

    pass()
    {
        vertexshader(vshTerrain)
        Pixelshader("TerrainShaded.psh")

        stream()
        {
            position( "float3", "SS_POSITION" )
        }
        tmu()
        {
            texture()
            {
                //Image("GridGray.png")
                Image("TerrainWireframe.png")

            }
        }

        tmu()
        {
            texture()
            {
                Image(txTerrainDetails)
            }
        }

        tmu()
        {
            texture()
            {
                Image(txTerrainCliffs)
            }
        }

        tmu()
        {
            texture()
            {
                Image(txTerrainCliffs)
            }
        }
    }

}
