uniform float4x4 ViewProj; uniform texture2d tex_a; uniform texture2d tex_b; uniform float fade_val; sampler_state textureSampler { Filter = Linear; AddressU = Clamp; AddressV = Clamp; }; struct VertData { float4 pos : POSITION; float2 uv : TEXCOORD0; }; #include "premultiplied.inc" VertData VSDefault(VertData v_in) { VertData vert_out; vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj); vert_out.uv = v_in.uv; return vert_out; } float4 PSFade(VertData v_in) : TARGET { float4 a_val = convert_pmalpha(tex_a.Sample(textureSampler, v_in.uv)); float4 b_val = convert_pmalpha(tex_b.Sample(textureSampler, v_in.uv)); return lerp(a_val, b_val, fade_val); } technique Fade { pass { vertex_shader = VSDefault(v_in); pixel_shader = PSFade(v_in); } }