Files
2026-03-08 15:37:55 -05:00

29 lines
471 B
HLSL

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