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2026-03-08 15:34:38 -05:00

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#include "ShaderConstantsGNM.h"
struct PS_Input
{
float4 position : S_POSITION;
float2 uv : TEXCOORD_0;
};
float4 main( in PS_Input PSInput ) : S_TARGET_OUTPUT
{
float4 diffuse = TEXTURE_0.Sample( TextureSampler0, PSInput.uv );
if( diffuse.a < 0.5 )
{
discard;
}
return CURRENT_COLOR;
}