//#version 420 // Keep it for editor detection struct vertex_basic { vec4 p; vec2 t; }; #ifdef FRAGMENT_SHADER layout(location = 0) in vertex_basic PSin; layout(location = 0) out vec4 SV_Target0; layout(std140, binding = 1) uniform cb0 { vec4 BGColor; }; layout(binding = 0) uniform sampler2D TextureSampler; void ps_main0() { vec4 c = texture(TextureSampler, PSin.t); c.a = min(c.a * 2, 1.0); SV_Target0 = c; } void ps_main1() { vec4 c = texture(TextureSampler, PSin.t); c.a = BGColor.a; SV_Target0 = c; } #endif