#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; }