#include "ShaderConstantsGNM.h" struct PS_Input { float4 position : S_POSITION; float2 uv : TEXCOORD_0; }; float4 main( in PS_Input PSInput ) : S_TARGET_OUTPUT { float4 diffuse = TEXTURE_0.Sample( TextureSampler0, PSInput.uv ); if( diffuse.a < 0.5 ) { discard; } return CURRENT_COLOR; }