#include "common.hlsli"

float3 vMinBounds;
float3 vMaxBounds;

struct vf
{
    float4 hpos : POSITION;
    float3 lightToPos : TEXCOORD0; // light center to plane vector
    float3 vPos : TEXCOORD1; // position in camera space
    float fDensity : TEXCOORD2; // plane density alon Z axis
    //	float2	tNoise 		: TEXCOORD3;		// projective noise
};

vf main(v_static v)
{
    vf o;
    float4 vPos;
    vPos.xyz = lerp(vMinBounds, vMaxBounds, v.P); //	Position in camera space
    vPos.w = 1;
    o.hpos = mul(m_P, vPos); // xform, input in camera coordinates

    o.lightToPos = vPos.xyz - Ldynamic_pos.xyz;
    o.vPos = vPos;

    //	o.fDensity = (vMaxBounds.z-vMinBounds.z)/2000.0h;
    //	o.fDensity = (vMaxBounds.z-vMinBounds.z)/2000.0h*2;
    o.fDensity = 1.0h / 40.0h;
    //	o.fDensity = 1.0h/20.0h;

    return o;
}
