///////////// // GLOBALS // ///////////// Texture2D shaderTexture : register(t0); SamplerState SampleType : register(s0); cbuffer TransparentBuffer { float blendAmount; }; ////////////// // TYPEDEFS // ////////////// struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; }; //////////////////////////////////////////////////////////////////////////////// // Pixel Shader //////////////////////////////////////////////////////////////////////////////// float4 TransparentPixelShader(PixelInputType input) : SV_TARGET { float4 color; // Sample the texture pixel at this location. color = shaderTexture.Sample(SampleType, input.tex); // Set the alpha value of this pixel to the blending amount to create the alpha blending effect. color.a = blendAmount; return color; }