#include "shared.effect" uniform texture2D Channel0; uniform texture2D Channel1; //------------------------------------------------------------------------------ // Technique: Restore Alpha //------------------------------------------------------------------------------ // Parameters: // - Channel0: RGBX Texture // - Channel1: XXXA Texture float4 PSRestoreAlpha(VertexData vtx) : TARGET { float4 rgbx = Channel0.Sample(BlankSampler, vtx.uv); float4 xxxa = Channel1.Sample(BlankSampler, vtx.uv); rgbx.a = xxxa.a; return rgbx; }; technique RestoreAlpha { pass { vertex_shader = DefaultVertexShader(vtx); pixel_shader = PSRestoreAlpha(vtx); }; };