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#include "ShaderConstants.fxh"
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#include "util.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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#if !defined(TEXEL_AA) || !defined(TEXEL_AA_FEATURE) || (VERSION < 0xa000 /*D3D_FEATURE_LEVEL_10_0*/)
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float4 diffuse = TEXTURE_0.Sample(TextureSampler0, PSInput.uv);
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#else
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float4 diffuse = texture2D_AA(TEXTURE_0, TextureSampler0, PSInput.uv);
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#endif
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#ifdef ALPHA_TEST
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if( diffuse.a < 0.0625 )
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{
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discard;
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}
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#endif
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PSOutput.color = diffuse;
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}
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