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