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#724079
struct VS_OUTPUT
{
float2 TexCoords : TEXCOORD0;
float3 Position : TEXCOORD1;
};
float4x4 WorldViewProjection;
bool underWater = false;
Texture diffuseTexture;
sampler textureSampler = sampler_state
{
Texture = <diffuseTexture>;
magfilter = LINEAR;
minfilter = LINEAR;
mipfilter = LINEAR;
};
VS_OUTPUT VS (float4 Position : POSITION, float2 TexCoords : TEXCOORD0)
{
VS_OUTPUT Output;
Output.Position = mul(Position, WorldViewProjection);
Output.TexCoords = TexCoords;
return Output;
}
float4 PS (VS_OUTPUT Input) : COLOR
{
if(underWater)
clip(Input.Position.y);
return tex2D(textureSampler, Input.TexCoords) + 0.3f;
}
technique Scene
{
pass P0
{
VertexShader = compile vs_2_0 VS();
PixelShader = compile ps_2_0 PS();
}
}