#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; }