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Stillkill committed 2026-03-08 15:37:55 -05:00
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#include "ShaderConstants.fxh"
struct PS_Input
{
float4 position : SV_Position;
float3 color : COLOR;
float2 uv : TEXCOORD_0;
};
struct PS_Output
{
float4 color : SV_Target;
};
void main( in PS_Input PSInput, out PS_Output PSOutput )
{
float4 diffuse = TEXTURE_0.Sample( TextureSampler0, PSInput.uv );
//diffuse.rgb *= TEXTURE_1.Sample(TextureSampler1, float2(0, PSInput.color.a)).rgb;
//diffuse.rgb *= float3(151.0f/255.0f, 59.0f/255.0f, 224.0f/255.0f);
diffuse.rgb *= PSInput.color.rgb;
PSOutput.color = diffuse;
}