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//======= Copyright © 1996-2006, Valve Corporation, All rights reserved. ======
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// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
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// STATIC: "CONVERT_TO_SRGB" "0..1" [ps30][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
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// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
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// DYNAMIC: "PIXELFOGTYPE" "0..1"
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#include "common_ps_fxc.h"
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#include "shader_constant_register_map.h"
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sampler TexSampler : register( s0 );
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const float4 g_FogParams : register( PSREG_FOG_PARAMS );
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const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
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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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float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
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float4 fogFactorW : COLOR1;
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#if defined( _X360 ) //matching pixel shader inputs to vertex shader outputs to avoid shader patches
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HALF2 detailTexCoord : TEXCOORD1;
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float4 color : TEXCOORD2;
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float3 worldVertToEyeVector : TEXCOORD3;
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float3 worldSpaceNormal : TEXCOORD4;
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float4 vProjPos : TEXCOORD6;
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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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float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w );
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// Since we're blending with a mod2x, we need to compensate with this hack
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// NOTE: If the fog color (not fog density) is extremely dark, this can makes some decals seem
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// a little transparent, but it's better than not doing this
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fogFactor = pow( saturate( fogFactor ), 0.4f );
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return FinalOutput( result, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_NONE );
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}
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