Init
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#include <phong_lighting.cg>
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#include <fragment_entry.cg>
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DECLARE_TEXTURE(diffuseTexture)
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BEGIN_CBUFFER(cbDiffuse)
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CONST_TYPE float4 diffuseColor;
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END_CBUFFER(cbDiffuse)
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SurfaceMaterial computeSurfaceMaterial(const FragmentParameters params)
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{
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SurfaceMaterial mout;
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#if defined(PX_X360) && defined(RENDERER_FRAGMENT)
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half4 diffuseTextureColor = tex2D(diffuseTexture, float2(params.spriteTexCoord.x, params.spriteTexCoord.y));
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#else
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#if defined (RENDERER_GXM)
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half4 diffuseTextureColor = (half4)tex2D(diffuseTexture, float2(params.spriteTexCoord.x, params.spriteTexCoord.y));
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#else
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half4 diffuseTextureColor = (half4)tex2D(diffuseTexture, float2(params.texcoord0.x, params.texcoord0.y));
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#endif
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#endif
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mout.alpha = half(diffuseTextureColor.a * diffuseColor.a * params.color.a);
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mout.diffuseColor = half3(diffuseTextureColor.rgb * diffuseColor.rgb);
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mout.emissiveColor = 0;
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mout.specularColor = half3(1,1,1);
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mout.specularPower = 0;
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mout.tangentSpaceNormal = half3(0,0,1);
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return mout;
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}
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