// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] // STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX] #include "common_ps_fxc.h" sampler BaseTextureSampler : register( s0 ); struct PS_INPUT { float2 vTexCoord0 : TEXCOORD0; float4 vColor : COLOR0; #if defined( _X360 ) //matching pixel shader inputs to vertex shader outputs to avoid shader patches float2 vTexCoord1 : TEXCOORD1; float2 vTexCoord2 : TEXCOORD2; float2 vTexCoord3 : TEXCOORD3; float4 fogFactorW : COLOR1; float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog #endif }; HALF4 main( PS_INPUT i ) : COLOR { //relevant data is in the alpha channel, modulate vertex alpha by texture alpha float returnAlpha = tex2D( BaseTextureSampler, i.vTexCoord0 ).a * i.vColor.a; return FinalOutput( float4( 1.0f, 1.0f, 1.0f, returnAlpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); }