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

DECLARE_TEXTURE(diffuseTexture)

SurfaceMaterial computeSurfaceMaterial(const FragmentParameters params)
{
	SurfaceMaterial mout;
#if defined(PX_X360) && defined(RENDERER_FRAGMENT)
	half4 diffuseTextureColor  = tex2D(diffuseTexture, float2(params.spriteTexCoord.x, params.spriteTexCoord.y));
#else	
	half4 diffuseTextureColor  = (half4)tex2D(diffuseTexture, float2(params.texcoord0.x, params.texcoord0.y));
#endif
	
	mout.alpha              = diffuseTextureColor.a   * params.color.a;
	mout.diffuseColor       = diffuseTextureColor.rgb * params.color.rgb;
	mout.emissiveColor      = 0;
	mout.specularColor      = half3(1,1,1);
	mout.specularPower      = 0;
	mout.tangentSpaceNormal = half3(0,0,1);
	
	return mout;
}