uniform float4x4 ViewProj; uniform texture2d image; uniform texture2d bg_image; uniform float opacity; sampler_state def_sampler { Filter = Linear; AddressU = Clamp; AddressV = Clamp; }; struct VertInOut { float4 pos : POSITION; float2 uv : TEXCOORD0; }; VertInOut VSDefault(VertInOut vert_in) { VertInOut vert_out; vert_out.pos = mul(float4(vert_in.pos.xyz, 1.0), ViewProj); vert_out.uv = vert_in.uv; return vert_out; } float4 PSDraw(VertInOut vert_in) : TARGET { float4 color = image.Sample(def_sampler, vert_in.uv); float4 bg_color = bg_image.Sample(def_sampler, vert_in.uv); if(bg_color.a > 0.1 && color.a > 0.1){ return color * opacity + bg_color * (1.0 - opacity); }else if(bg_color.a > 0.1){ return bg_color; } return color; } technique Draw { pass { vertex_shader = VSDefault(vert_in); pixel_shader = PSDraw(vert_in); } }