#include "common.hlsli" #include "sload.hlsli" struct p_particle { float4 color : COLOR0; p_flat base; }; f_deffer main(p_particle II) { f_deffer O; p_flat I; I = II.base; // 1. Base texture + kill pixels with low alpha float4 D = tex2D(s_base, I.tcdh); D *= II.color; clip(D.w - def_aref); // 2. Standart output float4 Ne = float4(normalize((float3)I.N.xyz), I.position.w); O = pack_gbuffer(Ne, float4(I.position.xyz, xmaterial), float4(D.xyz, def_gloss)); return O; }