25 lines
394 B
HLSL
25 lines
394 B
HLSL
#include "ShaderConstants.fxh"
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struct PS_Input
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{
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float4 position : SV_Position;
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float2 uv : TEXCOORD_0;
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};
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struct PS_Output
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{
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float4 color : SV_Target;
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};
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void main( in PS_Input PSInput, out PS_Output PSOutput )
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{
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float4 diffuse = TEXTURE_0.Sample( TextureSampler0, PSInput.uv );
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if( diffuse.a < 0.5 )
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{
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discard;
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}
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PSOutput.color = CURRENT_COLOR;
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} |