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//====== Copyright © 1996-2004, Valve Corporation, All rights reserved. =======
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//
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// Purpose:
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//
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//=============================================================================
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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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// 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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// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps30]
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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 "common_ps_fxc.h"
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#include "shader_constant_register_map.h"
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sampler BaseTextureSampler : 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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float2 baseTexCoord : TEXCOORD0;
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float3 vertAtten : TEXCOORD1;
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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 baseSample = tex2D( BaseTextureSampler, i.baseTexCoord );
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float4 result;
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result.xyz = baseSample.xyz * i.vertAtten;
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result.a = baseSample.a;
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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( result, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR, (WRITE_DEPTH_TO_DESTALPHA != 0), i.worldPos_projPosZ.w );
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}
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