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#include "ShaderConstants.fxh"
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struct PS_Input
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{
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float4 position : SV_Position;
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float4 color : COLOR;
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float2 uv : TEXCOORD_0;
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};
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struct PS_Output
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{
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float4 color : SV_Target;
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};
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void main( in PS_Input PSInput, out PS_Output PSOutput )
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{
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float2 uv = PSInput.uv * SKIRT_UV_SCALE.xy;
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uv = frac(uv);
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uv = uv * SKIRT_UVS.zw + SKIRT_UVS.xy;
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PSOutput.color = TEXTURE_0.Sample( TextureSampler0, uv ) * PSInput.color.r;
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PSOutput.color.rgb *= TEXTURE_1.Sample(TextureSampler1, PSInput.color.gr).rgb;
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}
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