float3 Ambient = 0.2f;
float3 LightColor = 0.8f;
float3 LightDirection = normalize(float3(-1, -1, -1));
// This color is blended with the diffuse texture.
// The amount of blend is defined by the diffuse texture's alpha
channel.
float3 TargetColor;
float3 Vett;
// DiffuseTexture defines a base color before color replacement
in the rgb channels.
// The alpha channel defines how much to blend in the replacement
color.
//
Fully
transparent
indicates
using
the
diffuse
texture's
original color.
// Fully opaque indicates using the target color.
// Intermediate levels of opacity will blend the two colors.
texture2D DiffuseTexture