#include "Uniforms.hlsl" #include "Samplers.hlsl" #include "Transform.hlsl" void VS(float4 iPos : POSITION, #ifdef SKINNED float4 iBlendWeights : BLENDWEIGHT, int4 iBlendIndices : BLENDINDICES, #endif #ifdef INSTANCED float4x3 iModelInstance : TEXCOORD2, #endif float2 iTexCoord : TEXCOORD0, out float2 oTexCoord : TEXCOORD0, out float4 oPos : POSITION) { float4x3 modelMatrix = iModelMatrix; float3 worldPos = GetWorldPos(modelMatrix); oPos = GetClipPos(worldPos); oTexCoord = GetTexCoord(iTexCoord); } void PS( float2 iTexCoord : TEXCOORD0, out float4 oColor : COLOR0) { #ifdef ALPHAMASK float alpha = tex2D(sDiffMap, iTexCoord).a; if (alpha < 0.5) discard; #endif oColor = 1.0; }