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/* Automatically generated file; do not edit */

/* simple render shader with mask */

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);
    s *= m.a;
    return s;
}