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