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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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float2 uv : TEXCOORD_0_FB_MSAA;
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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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#ifdef STEREO_LEFT_EYE_ONLY
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PSOutput.color = TEXTURE_0.Sample(TextureSampler0, float3(PSInput.uv, 0.0f));
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#elif defined(DEPTH_TEXTURE)
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PSOutput.color.a = 1.0;
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#if defined(ARRAY_TEXTURE_0)
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PSOutput.color.rgb = TEXTURE_0.Sample(TextureSampler0, float3(PSInput.uv, TEXTURE_ARRAY_INDEX_0)).r;
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#else
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PSOutput.color.rgb = TEXTURE_0.Sample(TextureSampler0, PSInput.uv).r;
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#endif
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#else
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#if defined(ARRAY_TEXTURE_0)
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PSOutput.color = TEXTURE_0.Sample(TextureSampler0, float3(PSInput.uv, TEXTURE_ARRAY_INDEX_0));
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#else
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PSOutput.color = TEXTURE_0.Sample(TextureSampler0, PSInput.uv);
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#endif
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#endif
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#ifdef ALPHA_TEST
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if( PSOutput.color.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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#ifdef NO_ALPHA
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PSOutput.color.a = 1.f;
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#endif
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}
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