#define UV 1 #include "$ENGINE$\SpriteCommon.bslinc" shader SpriteImage { mixin SpriteCommon; variations { TRANSPARENCY = { 0, // None 1, // Normal 2, // Premultiplied }; ANIMATED = { false, true }; ALPHA = { false, true }; }; code { [alias(gMainTexture)] SamplerState gMainTexSamp; Texture2D gMainTexture; float4 fsmain(in float4 inPos : SV_Position, float2 uv : TEXCOORD0) : SV_Target { float4 color = gMainTexture.Sample(gMainTexSamp, uv); return color * gTint; } }; };