#include "ShaderConstantsGNM.h" struct PS_Input { float4 position : S_POSITION; float2 uv : TEXCOORD_0; }; float4 main( in PS_Input PSInput ) : S_TARGET_OUTPUT { float4 outColor = TEXTURE_0.Sample(TextureSampler0, PSInput.uv); #ifdef ALPHA_TEST if( outColor.a < 0.5 ) { discard; } #endif #ifdef NO_ALPHA outColor.a = 1.f; #endif return outColor; }