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- #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
- }
- };
- };
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