Init
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#include <globals.cg>
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struct FragmentParameters
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{
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#if !defined(GLSL_COMPILER)
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half4 screenSpacePosition : SV_POSITION;
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#else
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half4 screenSpacePosition : POSITION;
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#endif
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half3 worldSpacePosition : TEXCOORD1;
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half3 worldSpaceNormal : TEXCOORD2;
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half4 color : COLOR;
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};
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half4 fmain(FragmentParameters params) : COLOR0
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{
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half3 lightColor = (half3)g_lightColor * (half)g_lightIntensity;
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half3 diffuseColor = (half)saturate(dot(params.worldSpaceNormal, -g_lightDirection)) * lightColor;
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float3 surfToEye = normalize(params.worldSpacePosition - g_eyePosition);
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float specularPower = 5.0;
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half3 specularColor = (half)pow(saturate(dot(reflect(-g_lightDirection, params.worldSpaceNormal), surfToEye)), specularPower) * lightColor;
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return params.color * half4(diffuseColor + specularColor, 1);
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}
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