hl2_src-leak-2017/src/materialsystem/stdshaders/sky_ps2x.fxc

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// HDRFIXME: Make this work with nonHDR
// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC]
// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX]
#include "common_ps_fxc.h"
#if defined( SHADER_MODEL_PS_2_0 )
# define WRITE_DEPTH_TO_DESTALPHA 0
#endif
sampler BaseTextureSampler : register( s0 );
HALF4 InputScale : register( c0 );
struct PS_INPUT
{
float2 baseTexCoord : TEXCOORD0;
};
float4 main( PS_INPUT i ) : COLOR
{
HALF4 color = tex2D( BaseTextureSampler, i.baseTexCoord.xy );
color.rgb *= InputScale.rgb;
// This is never fogged.
return FinalOutput( color, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR, WRITE_DEPTH_TO_DESTALPHA, 1e20 ); //when writing depth to dest alpha, write a value guaranteed to saturate
}