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#include "ShaderConstants.fxh"
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struct PS_Input {
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float4 position : SV_Position;
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float4 color : COLOR;
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float2 uv0 : 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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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 diffuse = TEXTURE_0.Sample(TextureSampler0, PSInput.uv0) * TEXTURE_1.Sample(TextureSampler1, PSInput.uv1);
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#ifdef ALPHA_TEST
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if(diffuse.a < 0.5)
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discard;
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#endif
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diffuse *= PSInput.color;
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PSOutput.color = diffuse;
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}
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