<?xml version="1.0" encoding="utf-8"?>

<CustomShader version="1.0" classRequirement="">
    <LodLevel startDistance="0">
        <Parameters>
        </Parameters>
        <CodeInjections>

            <CodeInjection position="GET_POSITION_VS">
<![CDATA[
// Note: this shader only is for emissive materials since the normals are not adjusted


// This also work, but is slower ;)
/*float3 dir = normalize(In.modelCameraPosition);
float3 up = float3(0,1,0);
float3 right = normalize(cross(up, dir));
up = normalize(cross(dir, right));

float3x3 billboardMat = float3x3(normalize(cross(up,dir)), up, dir);
*/

float3x3 billboardMat = In.modelViewMatrix;

return float4(mul(In.position.xyz, billboardMat), 1);
]]>
            </CodeInjection>
            <CodeInjection position="FINAL_POS_FS">
<![CDATA[

#if defined(ALPHA_BLENDED)
float3 d = normalize(In.modelCameraPosition.xyz);
oColor.a = lerp(0, oColor.a, saturate(d.z*6));

#endif
]]>
            </CodeInjection>
        </CodeInjections>
    </LodLevel>
</CustomShader>
