cbuffer ConstantBuffer : register(b0) { float4x4 qt_Matrix; float qt_Opacity; float2 offset; float darkness; float2 delta; }; Texture2D source : register(t0); Texture2D shadow : register(t1); SamplerState samp : register(s0); // Use the same sampler for both textures. In fact the engine will create an extra static sampler // in any case (to match the number of textures) due to some internals, but that won't hurt, the // shader works either way. float4 PS_Shadow2(float4 position : SV_POSITION, float2 coord : TEXCOORD0) : SV_TARGET { float4 fg = source.Sample(samp, coord); float4 bg = shadow.Sample(samp, coord + delta); return (fg + float4(0.0, 0.0, 0.0, darkness * bg.a) * (1.0 - fg.a)) * qt_Opacity; }