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// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
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// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
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// STATIC: "TEXTURE2" "0..1"
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// DYNAMIC: "PIXELFOGTYPE" "0..1"
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// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC]
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// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX]
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#if defined( SHADER_MODEL_PS_2_0 )
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# define WRITE_DEPTH_TO_DESTALPHA 0
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#endif
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#include "shader_constant_register_map.h"
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#include "common_ps_fxc.h"
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sampler BaseTextureSampler : register( s0 );
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sampler SecondaryTextureSampler : register( s1 );
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const float4 g_Contrast : register( c1 );
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const float4 g_Saturation : register( c2 );
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const float4 g_Tint : register( c3 );
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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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#define g_Grey float4( 0.33333f, 0.33333f, 0.33333f, 0.33333f )
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struct PS_INPUT
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{
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float2 vTexCoord0 : TEXCOORD0;
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float2 vTexCoord1 : TEXCOORD1;
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float4 vColor : COLOR0;
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float4 worldPos_projPosZ : TEXCOORD7;
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};
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float4 main( PS_INPUT i ) : COLOR
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{
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float4 resultColor = tex2D( BaseTextureSampler, i.vTexCoord0 ) * i.vColor; // base texture modulated with vertex color
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#if (TEXTURE2 == 1)
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resultColor = tex2D( SecondaryTextureSampler, i.vTexCoord1 ) * resultColor; // modulate base color by another texture
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#endif
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float3 tempColor = resultColor.rgb * resultColor.rgb; //base * base
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resultColor.rgb = lerp( resultColor.rgb, tempColor.rgb, g_Contrast.rgb ); // blend between color and color * color
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tempColor = dot( resultColor.rgb, g_Grey ); // color greyscaled
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resultColor.rgb = lerp( tempColor.rgb, resultColor.rgb, g_Saturation.rgb ); // blend between color and greyscale
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resultColor.rgb = resultColor.rgb * g_Tint.rgb; // tint
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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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return FinalOutput( resultColor, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_NONE, (WRITE_DEPTH_TO_DESTALPHA != 0), i.worldPos_projPosZ.w );
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}
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