//$ANTCOLONY #include "ShaderConstants.fxh" struct PS_Input { float4 position : SV_Position; float4 color : COLOR; float2 uv0 : TEXCOORD_0; float4 uv1 : TEXCOORD_1; }; struct PS_Output { float4 color : SV_Target; }; void main(in PS_Input PSInput, out PS_Output PSOutput) { float2 uv = PSInput.uv1.xy + (PSInput.uv0 - floor(PSInput.uv0)) * PSInput.uv1.zw; float4 diffuse = TEXTURE_0.Sample(TextureSampler0, uv); float2 lightingUVs = float2(0.0f, 0.9f); diffuse.rgb *= TEXTURE_1.Sample(TextureSampler1, lightingUVs).rgb; if (diffuse.a < 0.5f) { discard; } diffuse *= PSInput.color; PSOutput.color = diffuse; }