matrix complete;
matrix world;

struct vsinput
{
    float4 pos				: POSITION;
    float4 normal			: NORMAL;
    float2 tc				: TEXCOORD0;
};

struct vsoutput
{
    float4 pos				: POSITION;
    float2 tex				: TEXCOORD0;
    float3 diffuse			: COLOR0;
};


vsoutput main(vsinput v)
{
	vsoutput o;
		
	o.pos = mul(v.pos, complete); 
	o.diffuse = 55-abs(v.pos.z);
	o.tex = v.tc;
	
	return o;
}