// DYNAMIC: "PIXELFOGTYPE" "0..1" // STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] // STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX] #include "shader_constant_register_map.h" #include "common_ps_fxc.h" sampler BaseTextureSampler : register( s0 ); const float4 g_FogParams : register( PSREG_FOG_PARAMS ); const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT ); struct PS_INPUT { float2 vTexCoord0 : TEXCOORD0; float4 worldPos_projPosZ : TEXCOORD4; // Necessary for pixel fog }; float4 main( PS_INPUT i ) : COLOR { HALF4 result = tex2D( BaseTextureSampler, i.vTexCoord0 ); float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w ); return FinalOutput( result, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR ); }