Init
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#include <phong_lighting.cg>
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#include <fragment_entry_skydome.cg>
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DECLARE_TEXTURE(skydomeTexture)
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SurfaceMaterial computeSurfaceMaterial(const FragmentParameters params)
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{
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half4 skydomeTextureColor = (half4)tex2D(skydomeTexture, params.texcoord0.xy);
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SurfaceMaterial mout;
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mout.diffuseColor = half3(skydomeTextureColor.xyz * (skydomeTextureColor.a) + g_fogColorAndDistance.xyz * (1.0-skydomeTextureColor.a));
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//skydomeTextureColor.rgb;
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mout.alpha = skydomeTextureColor.a;
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mout.emissiveColor = 0;
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mout.specularColor = half3(0,0,0); // TODO: make this a constant parameter set by the material.
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mout.specularPower = 1;
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mout.tangentSpaceNormal = half3(0,0,1);
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return mout;
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}
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