texture TargetMap; // bmap_process bmSrc
texture mtlSkin1; // 32bit mask
sampler ColorSampler = sampler_state { Texture = <TargetMap>; };
sampler MaskSampler = sampler_state { Texture = <mtlSkin1>; };
float4 PS ( in float2 inTex: TEXCOORD0 ) : COLOR0
{
return float4 ( tex2D ( ColorSampler, inTex ).rgb, tex2D ( MaskSampler, inTex ).a );
}
technique
{
pass p0
{
VertexShader = null;
PixelShader = compile ps_1_1 PS();
}
}