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#include "ShaderConstantsGNM.h"
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struct PS_Input
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{
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float4 position : S_POSITION;
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float4 color : COLOR;
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float2 uv : TEXCOORD_0;
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};
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float4 main(in PS_Input PSInput) : S_TARGET_OUTPUT
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{
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float4 diffuse = TEXTURE_0.Sample(TextureSampler0, PSInput.uv);
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#ifdef SMOOTH
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const float center = 0.4f;
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const float radius = 0.1f;
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diffuse = smoothstep(center - radius, center + radius, diffuse);
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#endif
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#ifdef ALPHA_TEST
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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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#endif
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return diffuse * PSInput.color * DARKEN;
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}
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