...sorry den zu vorschnellen post.
ich habs rausgefunden...
Out.PosW = mul(In.Position, matWorld);
struct VS_INPUT
{
float4 Position : POSITION;
float2 tex0 : TEXCOORD0;
float3 PosW : TEXCOORD1;
};
struct VS_OUTPUT
{
float4 PosWorld : POSITION;
float2 tex0 : TEXCOORD0;
float3 PosW : TEXCOORD1;
};
// ----------------------------------------------------------------
// vertexshader
// ----------------------------------------------------------------
VS_OUTPUT vs_main( VS_INPUT In )
{
VS_OUTPUT Out;
float4 Position = mul(In.Position, matWorldViewProj);
Out.PosWorld = Position;
Out.tex0 = In.tex0.xy;
Out.PosW = mul(In.Position, matWorld);
return Out;
}
float4 ps_main( VS_OUTPUT In) : COLOR
{
float3 welk_koordinate;
welk_koordinate.xzy = -In.PosW.xyz;
float4 color = tex2D (Tex,In.tex0.xy);
if(welk_koordinate.z > vecSkill1.x)
color = 0;
return color;
}
omg das ermöglicht soviele neue möglichkeiten für mich =)
find ich totaaaal cool ^^