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#include <phong_lighting.cg>
#include <fragment_entry.cg>

DECLARE_TEXTURE(diffuseTexture)

SurfaceMaterial computeSurfaceMaterial(const FragmentParameters params)
{
#if defined(PX_X360) && defined(RENDERER_FRAGMENT)
	half4 diffuseTextureColor = tex2D(diffuseTexture, params.spriteTexCoord.xy);
#else
	half4 diffuseTextureColor = tex2D(diffuseTexture, params.texcoord0.xy);
#endif
	float density = params.color.r;
	
	SurfaceMaterial mout;
	mout.diffuseColor       = lerp(1, 0.4, density);
	mout.alpha              = diffuseTextureColor.a*(density*0.1);
	mout.emissiveColor      = 0;
	mout.specularColor      = half3(1,1,1); // TODO: make this a constant parameter set by the material.
	mout.specularPower      = 16;
	mout.tangentSpaceNormal = half3(0,0,1);
	return mout;
}