Fog is now computed outside the simple lighting function.
finalColor += specularColor;
#endif
ApplyFog(finalColor, inputData.fogCoord);
return half4(finalColor, alpha);
}
InputData inputData;
InitializeInputData(IN, normalTS, inputData);
return LightweightFragmentBlinnPhong(inputData, diffuse, specularGloss, shininess, emission, alpha);
half4 color = LightweightFragmentBlinnPhong(inputData, diffuse, specularGloss, shininess, emission, alpha);
ApplyFog(color.rgb, inputData.fogCoord);
return color;
};
InitializeInputData(IN, inputData);