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//$ANTCOLONY
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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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float4 color : COLOR;
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float2 uv0 : TEXCOORD_0;
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float4 uv1 : TEXCOORD_1;
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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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float2 uv = PSInput.uv1.xy + (PSInput.uv0 - floor(PSInput.uv0)) * PSInput.uv1.zw;
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float4 diffuse = TEXTURE_0.Sample(TextureSampler0, uv);
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float2 lightingUVs = float2(0.0f, 0.9f);
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diffuse.rgb *= TEXTURE_1.Sample(TextureSampler1, lightingUVs).rgb;
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if (diffuse.a < 0.5f)
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{
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discard;
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}
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diffuse *= PSInput.color;
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PSOutput.color = diffuse;
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}
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