#define IN_HLSL #include "../shdrConsts.h" #include "../shaderModel.hlsl" struct v2f { float4 hpos : TORQUE_POSITION; float4 color : COLOR0; float2 texCoord : TEXCOORD0; float2 shiftdata : TEXCOORD1; }; float4 main(v2f IN) : TORQUE_TARGET0 { float fade = 1.0 - abs(IN.shiftdata.y - 0.5) * 2.0; IN.color.xyz = IN.color.xyz + pow(fade, 4) / 10; IN.color.a = IN.color.a * fade; return IN.color; }