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//======= Copyright © 1996-2006, Valve Corporation, All rights reserved. ======
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#define CONVERT_TO_SRGB 0
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#include "common_ps_fxc.h"
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sampler TexSampler : register( s0 );
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struct PS_INPUT
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{
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HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate
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#if defined( _X360 ) //matching pixel shader inputs to vertex shader outputs to avoid shader patches
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float2 ZeroTexCoord : TEXCOORD1;
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float2 bloomTexCoord : TEXCOORD2;
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#endif
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};
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float4 main( PS_INPUT i ) : COLOR
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{
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float4 result = tex2D( TexSampler, i.baseTexCoord );
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result.a = 1.0f;
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return result; //FinalOutput( result, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
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}
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