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2025-11-28 23:13:44 +05:30

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#include <phong_lighting.cg>
#include <fragment_entry.cg>
BEGIN_CBUFFER(cbDiffuse)
CONST_TYPE float3 diffuseColor;
END_CBUFFER(cbDiffuse)
DECLARE_TEXTURE(diffuseTexture)
SurfaceMaterial computeSurfaceMaterial(const FragmentParameters params)
{
half4 diffuseTextureColor = tex2D(diffuseTexture, params.texcoord0.xy);
SurfaceMaterial mout;
mout.diffuseColor = diffuseTextureColor.rgb * diffuseColor;
// mout.diffuseColor = diffuseColor;
mout.alpha = 1.0;
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;
}