hl2_src-leak-2017/src/materialsystem/stdshaders/shadowbuildtexture_ps2x.fxc

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// 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 );
}