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#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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float4 color : COLOR;
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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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float a = abs(PSInput.uv.x);
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float4 clr = PSInput.color;
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clr.a *= 1.f - a;
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PSOutput.color = clr;
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}
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