#include "ShaderConstantsGNM.h"

struct PS_Input {
	float4 position : S_POSITION;
	float4 color : COLOR;
	float2 uv0 : TEXCOORD_0;
	float2 uv1 : TEXCOORD_1;
};

float4 main(in PS_Input PSInput) 
{
	float4 diffuse = TEXTURE_0.Sample(TextureSampler0, PSInput.uv0) * TEXTURE_1.Sample(TextureSampler1, PSInput.uv1);

#ifdef ALPHA_TEST
	if(diffuse.a < 0.5)
	 	discard;
#endif
	diffuse *= PSInput.color;

	return diffuse;
}
