#include #include DECLARE_TEXTURE(diffuseTexture) SurfaceMaterial computeSurfaceMaterial(const FragmentParameters params) { half4 diffuseTextureColor = tex2D(diffuseTexture, params.texcoord0.xy*3); SurfaceMaterial mout; mout.diffuseColor = diffuseTextureColor.rgb; mout.alpha = diffuseTextureColor.a; mout.emissiveColor = 0; mout.specularColor = half3(1.5,1.5,1.5); // TODO: make this a constant parameter set by the material. mout.specularPower = 16; mout.tangentSpaceNormal = half3(0,0,1); return mout; }