#include "common.hlsli"
#include "skin.hlsli"

struct vf
{
    float4 hpos : POSITION;
    float2 tc0 : TEXCOORD0; // base
    float4 c0 : COLOR0; // color
};

vf _main(v_model v)
{
    vf o;

    o.hpos = mul(m_WVP, v.pos); // xform, input in world coords
    o.tc0 = v.tc.xy; // copy tc

    // calculate fade
    float3 dir_v = normalize(mul(m_WV, v.pos));
    float3 norm_v = normalize(mul(m_WV, v.norm));
    float fade = 1 - abs(dot(dir_v, norm_v));
    o.c0 = fade;

    return o;
}

#define SKIN_VF vf
#include "skin_main.hlsli"
