#include #include DECLARE_TEXTURE(diffuseTexture0) DECLARE_TEXTURE(diffuseTexture1) SurfaceMaterial computeSurfaceMaterial(const FragmentParameters params) { half4 diffuseTextureColor0 = (half4)tex2D(diffuseTexture0, params.texcoord0.xy); half4 diffuseTextureColor1 = (half4)tex2D(diffuseTexture1, params.texcoord1.xy); // selects texture depending on world normal steepness of height map half4 diffuseTextureColor = half4(diffuseTextureColor0*0.75 + diffuseTextureColor1*0.25); SurfaceMaterial mout; mout.diffuseColor = diffuseTextureColor.rgb; mout.alpha = diffuseTextureColor.a; 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; }