sampler Texture : register(s0); float4 g_params[1]; #define BGColor (g_params[0]) struct PS_INPUT { float2 t : TEXCOORD0; }; float4 ps_main0(PS_INPUT input) : COLOR { float4 c = tex2D(Texture, input.t); // a = ; return c.bgra; } float4 ps_main1(PS_INPUT input) : COLOR { float4 c = tex2D(Texture, input.t); c.a = BGColor.a; return c.bgra; }