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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;
}
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