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/* Automatically generated file; do not edit */
/* simple render shader for source swizzled 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);
s.a = s.r;
s.rgb = 0;
float4 m = mask.Sample(mask_sample, input.mask_pos);
s *= m.a;
return s.a;
}
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