#include "../Includes/Common.hlsl" Texture2D t1 : register(t1); Texture2D t0 : register(t0); SamplerState s0_s : register(s0); cbuffer cb0 : register(b0) { float4 cb0[22]; } void main( float4 v0 : SV_POSITION0, float2 v1 : TEXCOORD0, float4 v2 : COLOR0, out float4 o0 : SV_Target0) { float4 mapColor = t0.SampleBias(s0_s, v1.xy, cb0[21].x).xyzw; float4 backgroundColor = t1.SampleBias(s0_s, v1.xy, cb0[21].x).xyzw; o0.xyz = lerp(backgroundColor.rgb, mapColor.rgb, v2.w * saturate(mapColor.a)); // Luma: fix map color alpha potentially going out of bounds if the texture was upgraded to float o0.w = 1; }