#include #include DECLARE_TEXTURE(skydomeTexture) SurfaceMaterial computeSurfaceMaterial(const FragmentParameters params) { half4 skydomeTextureColor = (half4)tex2D(skydomeTexture, params.texcoord0.xy); SurfaceMaterial mout; mout.diffuseColor = half3(skydomeTextureColor.xyz * (skydomeTextureColor.a) + g_fogColorAndDistance.xyz * (1.0-skydomeTextureColor.a)); //skydomeTextureColor.rgb; mout.alpha = skydomeTextureColor.a; mout.emissiveColor = 0; mout.specularColor = half3(0,0,0); // TODO: make this a constant parameter set by the material. mout.specularPower = 1; mout.tangentSpaceNormal = half3(0,0,1); return mout; }