Init
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#include <phong_lighting.cg>
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#include <fragment_entry_fog.cg>
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DECLARE_TEXTURE(diffuseTexture)
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DECLARE_TEXTURE(lightmapTexture)
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SurfaceMaterial computeSurfaceMaterial(const FragmentParameters params)
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{
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half4 diffuseTextureColor = (half4)tex2D(diffuseTexture, params.texcoord0.xy);
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half4 lightmapTextureColor = (half4)tex2D(lightmapTexture, params.texcoord1.xy);
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SurfaceMaterial mout;
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mout.diffuseColor = diffuseTextureColor.rgb*lightmapTextureColor.rgb*2;
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mout.alpha = diffuseTextureColor.a;
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mout.emissiveColor = 0;
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mout.specularColor = half3(0.2,0.2,0.2); // TODO: make this a constant parameter set by the material.
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mout.specularPower = 16;
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mout.tangentSpaceNormal = half3(0,0,1);
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return mout;
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}
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