#include "ShaderConstantsGNM.h" struct PS_Input { float4 position : S_POSITION; float2 uv : TEXCOORD_0; float2 uv1 : TEXCOORD_1; }; float4 main(in PS_Input PSInput) : S_TARGET_OUTPUT { float4 color = TEXTURE_0.Sample(TextureSampler0, PSInput.uv); float4 color1 = TEXTURE_0.Sample(TextureSampler0, PSInput.uv1); if (color.a < 0.01f) { color = color1; } else if (color.b > 0.01f) { color = lerp(color, color1, CURRENT_COLOR.a); } return color; }