//======= 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 { HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate }; float4 main( PS_INPUT i ) : COLOR { float4 result = tex2D( TexSampler, i.baseTexCoord ); result.a = 1.0f; return result; //FinalOutput( result, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); }