Fixed damageshader color parameter being optimized out
color is a parameter for the main function
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@@ -5,7 +5,7 @@ sampler TextureSampler : register (s0) = sampler_state { Texture = <xTexture>; }
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Texture2D xStencil;
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sampler StencilSampler = sampler_state { Texture = <xStencil>; };
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float4 color;
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float4 inColor;
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float aCutoff;
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float aMultiplier;
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@@ -15,7 +15,7 @@ float cMultiplier;
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float4 main(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
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{
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float4 c = xTexture.Sample(TextureSampler, texCoord) * color;
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float4 c = xTexture.Sample(TextureSampler, texCoord) * inColor;
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float4 stencilColor = xStencil.Sample(StencilSampler, texCoord);
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@@ -5,7 +5,7 @@ sampler TextureSampler : register (s0) = sampler_state { Texture = <xTexture>; }
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Texture xStencil;
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sampler StencilSampler = sampler_state { Texture = <xStencil>; };
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float4 color;
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float4 inColor;
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float aCutoff;
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float aMultiplier;
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@@ -15,7 +15,7 @@ float cMultiplier;
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float4 main(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
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{
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float4 c = tex2D(TextureSampler, texCoord) * color;
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float4 c = tex2D(TextureSampler, texCoord) * inColor;
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float4 stencilColor = tex2D(StencilSampler, texCoord);
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