#include "ShaderConstants.fxh" struct PS_Input { float4 position : SV_Position; float2 uv : TEXCOORD_0; float2 uv1 : TEXCOORD_1; }; struct PS_Output { float4 color : SV_Target; }; void main(in PS_Input PSInput, out PS_Output PSOutput) { float4 color = TEXTURE_0.Sample(TextureSampler0, PSInput.uv); float4 color1 = TEXTURE_0.Sample(TextureSampler0, PSInput.uv1); if (color.a < 0.01f) { color = color1; } else if (color.b > 0.01f) { color = lerp(color, color1, CURRENT_COLOR.a); } PSOutput.color = color; }