#include "common.h" struct vf { float2 tc0 : TEXCOORD0; // base float4 c0 : COLOR0; // color float4 hpos : SV_Position; }; vf main (v_static v) { vf o; o.hpos = mul (m_WVP, v.P); // xform, input in world coords o.tc0 = unpack_tc_base(v.tc,v.T.w,v.B.w); // copy tc // calculate fade float3 dir_v = normalize (mul(m_WV,v.P)); float3 norm_v = normalize (mul(m_WV,unpack_normal(v.Nh).zyx)); float fade = abs (dot(dir_v,norm_v)); o.c0 = fade; return o; }