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+//======= Copyright � 1996-2006, Valve Corporation, All rights reserved. ======
+
+// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
+// STATIC: "CONVERT_TO_SRGB" "0..1" [ps30][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
+// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
+
+// DYNAMIC: "PIXELFOGTYPE" "0..1"
+
+#include "common_ps_fxc.h"
+#include "shader_constant_register_map.h"
+
+sampler TexSampler : register( s0 );
+
+const float4 g_FogParams : register( PSREG_FOG_PARAMS );
+const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
+
+struct PS_INPUT
+{
+ HALF2 baseTexCoord : TEXCOORD0; // Base texture coordinate
+
+ float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
+ float4 fogFactorW : COLOR1;
+
+#if defined( _X360 ) //matching pixel shader inputs to vertex shader outputs to avoid shader patches
+ HALF2 detailTexCoord : TEXCOORD1;
+ float4 color : TEXCOORD2;
+ float3 worldVertToEyeVector : TEXCOORD3;
+ float3 worldSpaceNormal : TEXCOORD4;
+ float4 vProjPos : TEXCOORD6;
+#endif
+};
+
+float4 main( PS_INPUT i ) : COLOR
+{
+ float4 result = tex2D( TexSampler, i.baseTexCoord );
+
+ float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w );
+
+ // Since we're blending with a mod2x, we need to compensate with this hack
+ // NOTE: If the fog color (not fog density) is extremely dark, this can makes some decals seem
+ // a little transparent, but it's better than not doing this
+ fogFactor = pow( saturate( fogFactor ), 0.4f );
+
+ return FinalOutput( result, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_NONE );
+}