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#include <globals.cg>

struct FragmentParameters
{
#if !defined(GLSL_COMPILER)
	half4 screenSpacePosition : SV_POSITION;
#else
	half4 screenSpacePosition : POSITION;
#endif
	half3 worldSpacePosition : TEXCOORD1;
	half3 worldSpaceNormal : TEXCOORD2;
	half4  color              : COLOR;
};

half4 fmain(FragmentParameters params) : COLOR0
{
	half3 lightColor   = (half3)g_lightColor * (half)g_lightIntensity;
	half3 diffuseColor  = (half)saturate(dot(params.worldSpaceNormal, -g_lightDirection)) * lightColor;
	float3 surfToEye   = normalize(params.worldSpacePosition - g_eyePosition);
	float specularPower = 5.0;
	half3 specularColor = (half)pow(saturate(dot(reflect(-g_lightDirection, params.worldSpaceNormal), surfToEye)), specularPower) * lightColor;
	return params.color * half4(diffuseColor + specularColor, 1);
}