#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 = 0.9 * abs(dot(dir_v, norm_v)); o.c0 = fade; return o; } #define SKIN_VF vf #include "skin_main.hlsli"