#include "ShaderConstantsGNM.h"

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

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

#ifdef ALPHA_TEST
    if( outColor.a < 0.5 )
    {
        discard;
    }
#endif

#ifdef NO_ALPHA
	outColor.a = 1.f;
#endif

	return outColor;
}