#include "ShaderConstants.fxh" struct PS_Input { float4 position : SV_Position; float2 uv : TEXCOORD_0; }; struct PS_Output { float4 color : SV_Target; }; void main( in PS_Input PSInput, out PS_Output PSOutput ) { PSOutput.color = TEXTURE_0.Sample( TextureSampler0, PSInput.uv ); #ifdef ALPHA_TEST if( PSOutput.color.a < 0.5 ) { discard; } #endif }