#include "ShaderConstantsGNM.h"

struct PS_Input
{
    float4 position : S_POSITION;
    float2 uv : TEXCOORD_0;
};

float4 main( in PS_Input PSInput ) : S_TARGET_OUTPUT
{
    float4 diffuse = TEXTURE_0.Sample( TextureSampler0, PSInput.uv );

    if( diffuse.a < 0.5 )
    {
        discard;
    }

    return CURRENT_COLOR;
}