#include #include BEGIN_CBUFFER(cbDiffuse) CONST_TYPE float3 diffuseColor; END_CBUFFER(cbDiffuse) DECLARE_TEXTURE(diffuseTexture) SurfaceMaterial computeSurfaceMaterial(const FragmentParameters params) { half4 diffuseTextureColor = tex2D(diffuseTexture, params.texcoord0.xy); SurfaceMaterial mout; mout.diffuseColor = diffuseTextureColor.rgb * diffuseColor; // mout.diffuseColor = diffuseColor; mout.alpha = 1.0; mout.emissiveColor = 0; mout.specularColor = half3(0.2,0.2,0.2); // TODO: make this a constant parameter set by the material. mout.specularPower = 16; mout.tangentSpaceNormal = half3(0,0,1); return mout; }