#include "ShaderConstantsGNM.h" struct PS_Input { float4 position : S_POSITION; float2 uv : TEXCOORD_0; }; float4 main(in PS_Input PSInput) : S_TARGET_OUTPUT { #if !defined(TEXEL_AA) || !defined(TEXEL_AA_FEATURE) 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 return diffuse; }