#include #include SurfaceMaterial computeSurfaceMaterial(const FragmentParameters params) { SurfaceMaterial mout; mout.diffuseColor = 0.5; mout.alpha = 1; 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; }