uniform float4x4 ViewProj; uniform texture2d bottom_image; uniform texture2d top_image; 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 bottom_color = bottom_image.Sample(def_sampler, vert_in.uv); float4 top_color = top_image.Sample(def_sampler, vert_in.uv); if(top_color.a > 0.1 && bottom_color.a > 0.1) return top_color * top_color.a + bottom_color * (1.0 - top_color.a); else if(top_color.a > 0.1 && bottom_color.a < 0.1) return top_color; else return bottom_color; } technique Draw { pass { vertex_shader = VSDefault(vert_in); pixel_shader = PSDraw(vert_in); } }