/* Automatically generated file; do not edit */ /* simple render shader with mask swizzled, component alpha */ SamplerState src_sample : register(s0); SamplerState mask_sample : register(s1); Texture2D src : register(t0); Texture2D mask : register(t1); struct PS_INPUT { float2 src_pos : TEXCOORD0; float2 mask_pos : TEXCOORD1; }; float4 main(PS_INPUT input) : SV_TARGET { float4 s = src.Sample(src_sample, input.src_pos); float4 m = mask.Sample(mask_sample, input.mask_pos); m.a = m.r; s *= m; return s.a; }