hl2_src-leak-2017/src/materialsystem/stdshaders/decalbasetimeslightmapalpha...

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// 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 );
}