//#version 420 // Keep it for editor detection struct vertex_basic { vec4 p; vec2 t; }; in SHADER { vec4 p; vec2 t; } PSin; #define PSin_p (PSin.p) #define PSin_t (PSin.t) #ifdef FRAGMENT_SHADER layout(location = 0) out vec4 SV_Target0; layout(std140, binding = 10) uniform cb10 { vec4 BGColor; }; layout(binding = 0) uniform sampler2D TextureSampler; 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