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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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#include "common_ps_fxc.h"
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sampler BaseTextureSampler : register( s0 );
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struct PS_INPUT
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{
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float2 vTexCoord0 : TEXCOORD0;
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float4 vColor : COLOR0;
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#if defined( _X360 ) //matching pixel shader inputs to vertex shader outputs to avoid shader patches
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float2 vTexCoord1 : TEXCOORD1;
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float2 vTexCoord2 : TEXCOORD2;
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float2 vTexCoord3 : TEXCOORD3;
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float4 fogFactorW : COLOR1;
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float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
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#endif
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};
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HALF4 main( PS_INPUT i ) : COLOR
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{
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//relevant data is in the alpha channel, modulate vertex alpha by texture alpha
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float returnAlpha = tex2D( BaseTextureSampler, i.vTexCoord0 ).a * i.vColor.a;
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return FinalOutput( float4( 1.0f, 1.0f, 1.0f, returnAlpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
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}
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