#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 ) { const float4 diffuse = TEXTURE_0.Sample( TextureSampler0, PSInput.uv ); #ifdef ALPHA_TEST if( diffuse.a < 0.5 ) { discard; } #endif PSOutput.color = diffuse * PSInput.color * DARKEN; }