28 lines
432 B
HLSL
28 lines
432 B
HLSL
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Texture2D ShaderTexture : register(t2);
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SamplerState SampleType : register(s0);
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struct PS_INPUT
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{
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float4 Position : SV_POSITION;
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float2 Tex : TEXCOORD0;
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float4 Color : COLOR0;
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};
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struct PS_OUTPUT
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{
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float4 RGBColor : SV_TARGET;
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};
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PS_OUTPUT main(PS_INPUT In)
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{
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PS_OUTPUT Output;
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float t = ShaderTexture.Sample(SampleType, In.Tex).r;
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if (t < 0.5)
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discard;
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Output.RGBColor = float4(In.Color.rgb, t);
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return Output;
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}
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