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//========= Copyright © 1996-2007, Valve Corporation, All rights reserved. ============//
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// STATIC: "STAGE" "0..2"
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#include "common_ps_fxc.h"
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sampler g_tPortalColorSampler : register( s0 );
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sampler g_tPortalMaskSampler : register( s1 );
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const float3 g_vConst1 : register( c1 );
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#define g_flPortalOpenAmount g_vConst1.x
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#define g_flPortalActive g_vConst1.y
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#define g_flPortalColorScale g_vConst1.z
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struct PS_INPUT
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{
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float2 vUv0 : TEXCOORD0;
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float2 vUv1 : TEXCOORD1;
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};
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float4 main( PS_INPUT i ) : COLOR
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{
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float4 result;
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result.rgba = tex2D( g_tPortalColorSampler, i.vUv0.xy );
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result.rgb *= g_flPortalColorScale + g_flPortalColorScale + g_flPortalColorScale + g_flPortalColorScale; // This is divided by 4 in C code
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#if ( STAGE == 2 ) // Color layer
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result.a += tex2D( g_tPortalMaskSampler, i.vUv1.xy ).a * ( 1.0f - g_flPortalActive );
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#endif
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return result;
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}
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