📄 ps_passmpr.phl
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sampler MeshSampler : register(s0);
struct PS_OUTPUT
{
float4 Color : COLOR;
//float Depth : DEPTH;
};
PS_OUTPUT main( float3 MeshTex : TEXCOORD0 )
//,float4 forDepthCoord : TEXCOORD1 )
{
PS_OUTPUT Out;
float4 color;
color = tex3D( MeshSampler, MeshTex );
Out.Color.rgb = color.a;
Out.Color.a = 1.0f;
//Out.Depth = forDepthCoord.z + 0.2f;
return Out;
}
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