#include "ShaderConstants.fxh" struct PS_Input { float4 position : SV_Position; float4 color : COLOR; float2 uv : TEXCOORD_0; }; struct PS_Output { float4 color : SV_Target; }; void main( in PS_Input PSInput, out PS_Output PSOutput ) { float a = abs(PSInput.uv.x); float4 clr = PSInput.color; clr.a *= 1.f - a; PSOutput.color = clr; }