#include "common.hlsli" struct v2p { float2 tc0 : TEXCOORD0; // base float4 c : COLOR0; // diffuse }; // Pixel float4 main(v2p I) : COLOR { float4 result = I.c * tex2D(s_base, I.tc0); clip(result.a - (0.01f / 255.0f)); return result; }