[RenderMonkey] Specular, Ambient// Pixel Shaderstruct PS_INPUT{ float3 mDiffuse : TEXCOORD1; float3 mViewDir: TEXCOORD2; float3 mReflection: TEXCOORD3;};float4 ps_main(PS_INPUT Input) : COLOR{ float3 diffuse = saturate(Input.mDiffuse); float3 reflection = normalize(Input.mReflection); float3 viewDir = normalize(Input.mViewDir); float3 specular = 0; if (diffuse.x > 0) { ..