#include #include DECLARE_TEXTURE(diffuseTexture) SurfaceMaterial computeSurfaceMaterial(const FragmentParameters params) { #if defined(PX_X360) && defined(RENDERER_FRAGMENT) half4 diffuseTextureColor = tex2D(diffuseTexture, params.spriteTexCoord.xy); #else half4 diffuseTextureColor = tex2D(diffuseTexture, params.texcoord0.xy); #endif float density = params.color.r; SurfaceMaterial mout; mout.diffuseColor = lerp(1, 0.4, density); mout.alpha = diffuseTextureColor.a*(density*0.1); 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; }