#include "shaderCommon.h" cbuffer constBuf : register(b0) { PointShaderConst gParams; }; void pointShadowPS(PointGeoOut input) { // calculate normal from texture coordinates float2 normal = input.texCoord.xy - float2(0.5, 0.5); float mag = dot(normal.xy, normal.xy); if (mag > 0.5 * 0.5) { discard; // kill pixels outside circle } }