#include "ShaderConstants.fxh" struct PS_Input { float4 position : SV_Position; float4 color : COLOR; float2 uv0 : TEXCOORD_0; float2 uv1 : TEXCOORD_1; }; struct PS_Output { float4 color : SV_Target; }; void main(in PS_Input PSInput, out PS_Output PSOutput) { float4 diffuse = TEXTURE_0.Sample(TextureSampler0, PSInput.uv0) * TEXTURE_1.Sample(TextureSampler1, PSInput.uv1); #ifdef ALPHA_TEST if(diffuse.a < 0.5) discard; #endif diffuse *= PSInput.color; PSOutput.color = diffuse; }