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- shader GizmoPickingAlpha
- {
- raster
- {
- scissor = true;
- };
-
- code
- {
- cbuffer Uniforms
- {
- float4x4 gMatViewProj;
- float gAlphaCutoff;
- }
- void vsmain(
- in float3 inPos : POSITION,
- in float2 uv : TEXCOORD0,
- in float4 color : COLOR0,
- out float4 oPosition : SV_Position,
- out float2 oUv : TEXCOORD0,
- out float4 oColor : COLOR0)
- {
- oPosition = mul(gMatViewProj, float4(inPos.xyz, 1));
- oUv = uv;
- oColor = color;
- }
- SamplerState gMainTexSamp : register(s0);
- Texture2D gMainTexture : register(t0);
- float4 fsmain(in float4 inPos : SV_Position,
- in float2 uv : TEXCOORD0,
- in float4 inColor : COLOR0) : SV_Target
- {
- float4 color = gMainTexture.Sample(gMainTexSamp, uv);
- if(color.a < gAlphaCutoff)
- discard;
-
- return inColor;
- }
- };
- };
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