Files
2026-03-08 15:30:46 -05:00

26 lines
500 B
HLSL

#include "ShaderConstants.fxh"
struct PS_Input {
float4 position : SV_Position;
float4 color : COLOR;
float2 uv0 : TEXCOORD_0;
float2 uv1 : TEXCOORD_1;
};
struct PS_Output {
float4 color : SV_Target;
};
void main(in PS_Input PSInput, out PS_Output PSOutput)
{
float4 diffuse = TEXTURE_0.Sample(TextureSampler0, PSInput.uv0) * TEXTURE_1.Sample(TextureSampler1, PSInput.uv1);
#ifdef ALPHA_TEST
if(diffuse.a < 0.5)
discard;
#endif
diffuse *= PSInput.color;
PSOutput.color = diffuse;
}