#include #include DECLARE_TEXTURE(diffuseTexture) SurfaceMaterial computeSurfaceMaterial(const FragmentParameters params) { SurfaceMaterial mout; #if defined(PX_X360) && defined(RENDERER_FRAGMENT) half4 diffuseTextureColor = tex2D(diffuseTexture, float2(params.spriteTexCoord.x, params.spriteTexCoord.y)); #else half4 diffuseTextureColor = (half4)tex2D(diffuseTexture, float2(params.texcoord0.x, params.texcoord0.y)); #endif mout.alpha = diffuseTextureColor.a * params.color.a; mout.diffuseColor = diffuseTextureColor.rgb * params.color.rgb; mout.emissiveColor = 0; mout.specularColor = half3(1,1,1); mout.specularPower = 0; mout.tangentSpaceNormal = half3(0,0,1); return mout; }