#include "common.hlsli"

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((float3x3)m_WV, unpack_normal(v.Nh.zyx)));
    float fade = abs(dot(dir_v, norm_v));
    o.c0 = fade;

    o.hpos.xy += m_taa_jitter.xy * o.hpos.w;
    
    return o;
}

