[Vertex shader]

float4x4 mvp;
float3 lightPos;
float invRad;

struct VS_OUTPUT {
	float4 Pos:  POSITION;
	float3 lightVec: TEXCOORD0;
};

VS_OUTPUT main(float4 pos: POSITION){
	VS_OUTPUT Out;

	Out.Pos = mul(mvp, pos);
	Out.lightVec = invRad * (lightPos - pos);

	return Out;
}


[Fragment shader]

float4 main(float3 lightVec: TEXCOORD0) : COLOR {
	return dot(lightVec, lightVec);
}
