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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;
};
struct PS_Output
{
float4 color : SV_Target;
};
void main( in PS_Input PSInput, out PS_Output PSOutput )
{
float4 diffuse = TEXTURE_0.Sample( TextureSampler0, PSInput.uv );
if( diffuse.a < 0.5 )
{
discard;
}
PSOutput.color = CURRENT_COLOR;
}