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#include "ShaderConstants.fxh"
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struct PS_Input
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{
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float4 position : SV_Position;
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float3 color : COLOR;
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float2 uv : TEXCOORD_0;
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};
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struct PS_Output
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{
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float4 color : SV_Target;
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};
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void main( in PS_Input PSInput, out PS_Output PSOutput )
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{
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float4 diffuse = TEXTURE_0.Sample( TextureSampler0, PSInput.uv );
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//diffuse.rgb *= TEXTURE_1.Sample(TextureSampler1, float2(0, PSInput.color.a)).rgb;
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//diffuse.rgb *= float3(151.0f/255.0f, 59.0f/255.0f, 224.0f/255.0f);
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diffuse.rgb *= PSInput.color.rgb;
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PSOutput.color = diffuse;
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}
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