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Stillkill committed 2026-03-08 15:34:38 -05:00
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#include "ShaderConstantsGNM.h"
struct PS_Input
{
float4 position : S_POSITION;
float4 color : COLOR;
float2 uv : TEXCOORD_0;
};
float4 main(in PS_Input PSInput) : S_TARGET_OUTPUT
{
float4 diffuse = TEXTURE_0.Sample(TextureSampler0, PSInput.uv);
#ifdef SMOOTH
const float center = 0.4f;
const float radius = 0.1f;
diffuse = smoothstep(center - radius, center + radius, diffuse);
#endif
#ifdef ALPHA_TEST
if (diffuse.a < 0.5)
{
discard;
}
#endif
return diffuse * PSInput.color * DARKEN;
}