#define UV 1 #define TRANSPARENCY 1 #include "$ENGINE$\SpriteCommon.bslinc" shader SpriteText { mixin SpriteCommon; variations { ALPHA = { false, true }; }; code { [alias(gMainTexture)] SamplerState gMainTexSamp; Texture2D gMainTexture; float4 fsmain(in float4 inPos : SV_Position, float2 uv : TEXCOORD0) : SV_Target { #if ALPHA return gMainTexture.Sample(gMainTexSamp, uv).r * gTint.a; #else return float4(gTint.rgb, gMainTexture.Sample(gMainTexSamp, uv).r * gTint.a); #endif } }; };