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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: "VERTEXCOLOR" "0..1"
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// STATIC: "CONSTANTCOLOR" "0..1"
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// STATIC: "HDRTYPE" "0..2"
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// STATIC: "SRGB" "0..1"
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// STATIC: "SRGB_OUTPUT_ADAPTER" "0..1" [ps20b]
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// DYNAMIC: "HDRENABLED" "0..1"
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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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const HALF4 g_Color : register( c0 );
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const float g_HDRColorScale : register( c1 );
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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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sampler TexSampler : register( s0 );
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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 color : TEXCOORD2; // Vertex color (from lighting or unlit)
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float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
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};
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float4 main( PS_INPUT i ) : COLOR
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{
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float4 result, sample = tex2D( TexSampler, i.baseTexCoord );
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#if VERTEXCOLOR
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sample *= i.color;
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#endif
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#if CONSTANTCOLOR
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sample *= g_Color;
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#endif
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#if HDRTYPE && HDRENABLED
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sample.xyz *= g_HDRColorScale;
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#endif
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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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#if SRGB
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result = FinalOutput( sample, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR );
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#else
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result = FinalOutput( sample, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_GAMMA );
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#endif
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// On Posix, we're being forced through a linear-to-gamma curve but don't want it, so we do the opposite here first
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#if SRGB_OUTPUT_ADAPTER
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result = GammaToLinear( result );
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#endif
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return result;
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}
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