#include "common.hlsli"

struct v_vert
{
    float4 pos : POSITION; // (float,float,float,1)
    float4 color : COLOR0; // (r,g,b,dir-occlusion)
};

struct v2p
{
    float4 c : COLOR0;
    float fog : FOG;
    float4 hpos : SV_POSITION;
};

v2p main(v_vert v)
{
    v2p o;

    o.hpos = mul(m_VP, v.pos); // xform, input in world coords
    o.c = v.color;
    o.fog = calc_fogging(v.pos.xyz); // fog, input in world coords
    o.c = lerp(o.c, fog_color, o.fog);
    o.fog = 1.0f - o.fog;

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

