//======= Copyright © 1996-2006, Valve Corporation, All rights reserved. ====== #define CONVERT_TO_SRGB 0 #include "common_ps_fxc.h" sampler TexSampler : register( s0 ); struct PS_INPUT { float2 baseTexCoord : TEXCOORD0; // Base texture coordinate #if defined( _X360 ) //matching pixel shader inputs to vertex shader outputs to avoid shader patches float2 ZeroTexCoord : TEXCOORD1; float2 bloomTexCoord : TEXCOORD2; #endif float4 vColor : TEXCOORD3; }; float4 main( PS_INPUT i ) : COLOR { float4 vTextureColor = tex2D( TexSampler, i.baseTexCoord ); vTextureColor.r = SrgbGammaToLinear( vTextureColor.r ); vTextureColor.g = SrgbGammaToLinear( vTextureColor.g ); vTextureColor.b = SrgbGammaToLinear( vTextureColor.b ); float4 result; result.rgb = vTextureColor.rgb * i.vColor.rgb; result.a = i.vColor.a; return result; }