#pragma pack_matrix(column_major) sampler diffuse_sampler : register(s0); Texture2D diffuse : register(t0); #ifdef PREPASS #include "manul/draw_constants.hlsli" #else #include "manul/draw_constants_shadow.hlsli" #endif #define SHADOW #include "manul/alpha_mask.hlsli" struct VertexOutput { float2 m_TexCoord : TexCoord; }; void main(in VertexOutput ps_in) { float4 color = diffuse.Sample(diffuse_sampler, ps_in.m_TexCoord); AlphaMask(color.a); }