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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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float2 uv : TEXCOORD_0;
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float2 uv1 : TEXCOORD_1;
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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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float4 color = TEXTURE_0.Sample(TextureSampler0, PSInput.uv);
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float4 color1 = TEXTURE_0.Sample(TextureSampler0, PSInput.uv1);
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if (color.a < 0.01f)
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{
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color = color1;
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}
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else if (color.b > 0.01f) {
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color = lerp(color, color1, CURRENT_COLOR.a);
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}
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PSOutput.color = color;
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}
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