struct Input { float4 position : SV_POSITION; float2 texCoord : TEXCOORD; float4 color : COLOR; }; Texture2D tex : register(t0); SamplerState texSampler : register(s0); float4 imguiPS(Input input) : SV_TARGET { float4 color = input.color; if (input.texCoord.x >= 0.f) { color.a *= tex.SampleLevel(texSampler, input.texCoord, 0.f); } return color; }