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Stillkill committed 2026-03-08 15:34:38 -05:00
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#include "ShaderConstants.fxh"
struct PS_Input
{
float4 position : SV_Position;
float2 uv : TEXCOORD_0_FB_MSAA;
};
struct PS_Output
{
float4 color : SV_Target;
};
void main(in PS_Input PSInput, out PS_Output PSOutput)
{
#ifdef STEREO_LEFT_EYE_ONLY
PSOutput.color = TEXTURE_0.Sample(TextureSampler0, float3(PSInput.uv, 0.0f));
#elif defined(DEPTH_TEXTURE)
PSOutput.color.a = 1.0;
#if defined(ARRAY_TEXTURE_0)
PSOutput.color.rgb = TEXTURE_0.Sample(TextureSampler0, float3(PSInput.uv, TEXTURE_ARRAY_INDEX_0)).r;
#else
PSOutput.color.rgb = TEXTURE_0.Sample(TextureSampler0, PSInput.uv).r;
#endif
#else
#if defined(ARRAY_TEXTURE_0)
PSOutput.color = TEXTURE_0.Sample(TextureSampler0, float3(PSInput.uv, TEXTURE_ARRAY_INDEX_0));
#else
PSOutput.color = TEXTURE_0.Sample(TextureSampler0, PSInput.uv);
#endif
#endif
#ifdef ALPHA_TEST
if( PSOutput.color.a < 0.5 )
{
discard;
}
#endif
#ifdef NO_ALPHA
PSOutput.color.a = 1.f;
#endif
}