Texture2D Texture; SamplerState Sampler; cbuffer cb0 { float4 BGColor; }; struct PS_INPUT { float4 p : SV_Position; float2 t : TEXCOORD0; }; float4 ps_main0(PS_INPUT input) : SV_Target0 { float4 c = Texture.Sample(Sampler, input.t); c.a = min(c.a * 2, 1); return c; } float4 ps_main1(PS_INPUT input) : SV_Target0 { float4 c = Texture.Sample(Sampler, input.t); c.a = BGColor.a; return c; }