//======= Copyright © 1996-2006, Valve Corporation, All rights reserved. ======

#define CONVERT_TO_SRGB 0

#include "common_ps_fxc.h"

sampler TexSampler	: register( s0 );

struct PS_INPUT
{
	HALF2 baseTexCoord				: TEXCOORD0;		// Base texture coordinate
};

float4 main( PS_INPUT i ) : COLOR
{
	float4 result = tex2D( TexSampler, i.baseTexCoord );
	
	return FinalOutput( result, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
}

