//#version 420 // Keep it for editor detection in SHADER { vec4 p; vec2 t; vec4 c; } PSin; #ifdef FRAGMENT_SHADER layout(std140, binding = 3) uniform cb10 { vec4 BGColor; }; layout(location = 0) out vec4 SV_Target0; void ps_main0() { vec4 c = texture(TextureSampler, PSin.t); // Note: clamping will be done by fixed unit c.a *= 2.0f; SV_Target0 = c; } void ps_main1() { vec4 c = texture(TextureSampler, PSin.t); c.a = BGColor.a; SV_Target0 = c; } #endif