float4 diff = tex2D( Tex0, inTex0.xy );
float3 normal = tex2D( Tex1, inTex0.xy ).rgb * 2 - 1;
outDiffuseColor = diff.rgb;
outOpacity = diff.a;
float fresnel = 1 - abs( dot( inNormal, normalize(viewPos) ) );
outSpecularColor = float3( 0.1, 0.1, 0.1 ) * ( fresnel * fresnel );
outSpecularPower = 64;
outNormal = mul( normal, TBN );
