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#include <phong_lighting.cg>
#include <fragment_entry.cg>
DECLARE_TEXTURE(diffuseTexture)
DECLARE_TEXTURE(normalTexture)
SurfaceMaterial computeSurfaceMaterial(const FragmentParameters params)
{
half4 diffuseTextureColor = tex2D(diffuseTexture, params.texcoord0.xy);
half4 normalTextureColor = tex2D(normalTexture, params.texcoord0.xy);
SurfaceMaterial mout;
mout.diffuseColor = diffuseTextureColor.rgb;
mout.alpha = lerp(normalTextureColor.a, 1, params.texcoord1.r);
mout.emissiveColor = 0;
mout.specularColor = diffuseTextureColor.a;
mout.specularPower = 16;
mout.tangentSpaceNormal = normalTextureColor.xyz*2-1;
return mout;
}
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