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struct Input
{
float4 position : SV_POSITION;
float2 texCoord : TEXCOORD;
float4 color : COLOR;
};
Texture2D<float> 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;
}
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