struct vertexOut { float4 position : POSITION; float2 uv : TEXCOORD0; float3 worldNormal : TEXCOORD1; float3 worldView : TEXCOORD2; }; float4 main(vertexOut input, uniform float alphaValue, uniform float cutoffAngle, uniform float exponent, uniform float time, uniform float4 color) : COLOR { float3 Nn = normalize(input.worldNormal); float3 Vn = normalize(input.worldView); float alphaMod = dot(Nn, Vn);//this is a measure for how close we are to the edge of a model according to our view float cutoff=cos(cutoffAngle * 3.14 / 180.0);//pi divided by 180 if(alphaMod