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XCEngine/engine/assets/builtin/shaders/depth-only/depth-only.ps.hlsl

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524 B
HLSL

// XC_BUILTIN_DEPTH_ONLY_D3D12_PS
Texture2D gBaseColorTexture : register(t0);
SamplerState gLinearSampler : register(s0);
cbuffer MaterialConstants : register(b1) {
float4 gBaseColorFactor;
float4 gAlphaCutoffParams;
};
struct PSInput {
float4 position : SV_POSITION;
float2 texcoord : TEXCOORD0;
};
void MainPS(PSInput input) {
#ifdef XC_ALPHA_TEST
float4 baseColor = gBaseColorTexture.Sample(gLinearSampler, input.texcoord) * gBaseColorFactor;
clip(baseColor.a - gAlphaCutoffParams.x);
#endif
}