// STATIC: "DEPTH_IN_ALPHA" "0..1" // STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC] // STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX] #include "common_ps_fxc.h" const float4 g_Parameters : register( c0 ); sampler DepthTextureSampler : register( s0 ); // Scalar shadow depth map float4 main( float2 baseTexCoord : TEXCOORD0 ) : COLOR { float fDepth = 0; # if (DEPTH_IN_ALPHA == 1) { fDepth = tex2D( DepthTextureSampler, baseTexCoord ).a; } # else { # if !(defined(SHADER_MODEL_PS_1_1) || defined(SHADER_MODEL_PS_1_4) || defined(SHADER_MODEL_PS_2_0)) //Minimum requirement of ps2b { fDepth = tex2D( DepthTextureSampler, baseTexCoord ).r; } # endif } # endif fDepth = pow( fDepth, g_Parameters.x ); return FinalOutput( float4( fDepth, fDepth, fDepth, 1.0f ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); }