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#include <phong_lighting.cg>
#include <fragment_entry.cg>
SurfaceMaterial computeSurfaceMaterial(const FragmentParameters params)
{
SurfaceMaterial mout;
mout.diffuseColor = 0.5;
mout.alpha = 1;
mout.emissiveColor = 0;
mout.specularColor = half3(0.2,0.2,0.2); // TODO: make this a constant parameter set by the material.
mout.specularPower = 16;
mout.tangentSpaceNormal = half3(0,0,1);
return mout;
}
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