uniform float4x4 modelViewProj;
uniform float4 sunPosition;
uniform float4x4 world;
uniform float3 fadeDistVec;

void VS(  float4 position : POSITION,
          float4 color : COLOR,
          float4 texCoord : TEXCOORD,

          out float4 oPosition : SV_POSITION,
          out float4 oColor : COLOR,
          out float4 oTexCoord : TEXCOORD
          )

{
    float r = fadeDistVec.z + texCoord.y;
    position.x = r * cos(texCoord.x);
    position.y = r * sin(texCoord.x);
    oPosition = mul(modelViewProj, position);

    float fade = fadeDistVec.y;
    float d = texCoord.z;
    float4 density = float4(d, d, d, 1.0);
    float4 baseColor = float4(0.5, 0.5, 1.0, 1.0);
    float4 fadeColor = float4(fade, fade, fade, 1.0);

    oColor = baseColor * density * fadeColor;
}


float4 PS(float4 posH : SV_POSITION,
          float4 color : COLOR,
          float4 texCoord : TEXCOORD ) : SV_TARGET
{
    return color;
}

#ifdef DX11
technique11 ColorTech
{
    pass P0
    {
        SetVertexShader( CompileShader( vs_5_0, VS() ) );
        SetGeometryShader( NULL );
        SetPixelShader( CompileShader( ps_5_0, PS() ) );
    }
}
#endif

#ifdef DX10
technique10 ColorTech
{
    pass P0
    {
        SetVertexShader( CompileShader( vs_4_0, VS() ) );
        SetGeometryShader( NULL );
        SetPixelShader( CompileShader( ps_4_0, PS() ) );
    }
}
#endif

#ifdef DX10LEVEL9
technique10 ColorTech
{
    pass P0
    {
        SetVertexShader( CompileShader( vs_4_0_level_9_1, VS() ) );
        SetGeometryShader( NULL );
        SetPixelShader( CompileShader( ps_4_0_level_9_1, PS() ) );
    }
}
#endif

#ifdef DX9
technique
{
    pass P0
    {
        SetVertexShader( CompileShader( vs_3_0, VS() ) );
        SetPixelShader( CompileShader( ps_3_0, PS() ) );
    }
}
#endif

#ifdef DX9_2_0
technique
{
    pass P0
    {
        SetVertexShader( CompileShader( vs_2_0, VS() ) );
        SetPixelShader( CompileShader( ps_2_0, PS() ) );
    }
}
#endif
