#include #include SurfaceMaterial computeSurfaceMaterial(const FragmentParameters params) { SurfaceMaterial mout; mout.diffuseColor = (half3(params.worldSpaceBinormal) + half3(1.0, 1.0, 1.0)) / 2.0; 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; }