Control alpha of triangles

hlsl shader question

is it possible to control alpha of triangles depending on their orientation ?

what i’m trying to do is getting rid of vertical triangles and leave horizontal triangles. see image, the bright vertical are meant to be invisible.

i don’t want anybody to do it…but just generally is it possible ?

thanx

you could try this code snippet:

float3 alphaDir;
float3 faceNormal;

alpha = dot(normalize(alphaDir), normalize(faceNormal))) < angleEpsillon;

where angleEpsilon is close to 1.

thanks for the skype support!

here is the result, for whom it might concern. i’ll get on implementing this into another shader.

normalAlpha.zip (3.2 kB)