float4 diff = tex2D( Tex0, inTex0.xy );
outDiffuseColor = diff.rgb * 1.0;
float3 normal = tex2D( Tex1, inTex0.xy ).rgb * 2 - 1;
float fresnel = 1 - abs( dot( inNormal, normalize(viewPos) ) );
outOpacity = diff.a;
outSpecularColor = float3( 0.5, 0.5, 0.5 ) * lerp( 0.5, 1, fresnel * fresnel );
outSpecularPower = 256;
outNormal = mul( normal, TBN );
outAmbientSpecularLight = tex2D( Tex2, projPos.xy / projPos.w * float2(-0.5,-0.5) + 0.5 );
