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