/////////////
// 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;
}