!!samps diffuse struct a2v { float4 pos: POSITION; float2 tc: TEXCOORD0; float4 vcol: COLOR0; }; struct v2f { float4 pos: SV_POSITION; float2 tc: TEXCOORD0; float4 vcol: COLOR0; }; #include #ifdef VERTEX_SHADER v2f main (a2v inp) { v2f outp; outp.pos = mul(m_model, inp.pos); outp.pos = mul(m_view, outp.pos); outp.pos = mul(m_projection, outp.pos); outp.tc = inp.tc.xy; outp.vcol = inp.vcol; return outp; } #endif #ifdef FRAGMENT_SHADER Texture2D t_diffuse : register(t0); SamplerState s_diffuse : register(s0); float4 main (v2f inp) : SV_TARGET { float4 tex = t_diffuse.Sample(s_diffuse, inp.tc); #ifdef MASK if (tex.a < float(MASK)) discard; #endif //FIXME: no fog, no colourmod return tex * inp.vcol; } #endif