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#define HDRTYPE HDR_TYPE_NONE
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#include "common_ps_fxc.h"
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sampler BaseTextureSampler : register( s0 );
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sampler CloudAlphaSampler : register( s1 );
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struct PS_INPUT
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{
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float2 baseCoords : TEXCOORD0;
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float2 cloudAlphaCoords : TEXCOORD1;
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float fogFactor : TEXCOORD2;
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};
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float4 main( PS_INPUT i ) : COLOR
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{
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float4 vBase = tex2D( BaseTextureSampler, i.baseCoords );
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float4 vCloudAlpha = tex2D( CloudAlphaSampler, i.cloudAlphaCoords );
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float fogFactor = 2.0f * smoothstep( 0.3f, 0.6f, i.fogFactor );
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float4 result = vBase * vCloudAlpha;
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result.a *= fogFactor;
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// No actual fog. Use the "fog factor" to modulate alpha (after some smoothstep mojo)
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return FinalOutput( result, 1.0f, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR );
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}
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