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-rw-r--r--materialsystem/stdshaders/shadowbuildtexture_ps2x.fxc28
1 files changed, 28 insertions, 0 deletions
diff --git a/materialsystem/stdshaders/shadowbuildtexture_ps2x.fxc b/materialsystem/stdshaders/shadowbuildtexture_ps2x.fxc
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+++ b/materialsystem/stdshaders/shadowbuildtexture_ps2x.fxc
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+// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
+// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
+
+#include "common_ps_fxc.h"
+
+sampler BaseTextureSampler : register( s0 );
+
+struct PS_INPUT
+{
+ float2 vTexCoord0 : TEXCOORD0;
+ float4 vColor : COLOR0;
+
+#if defined( _X360 ) //matching pixel shader inputs to vertex shader outputs to avoid shader patches
+ float2 vTexCoord1 : TEXCOORD1;
+ float2 vTexCoord2 : TEXCOORD2;
+ float2 vTexCoord3 : TEXCOORD3;
+ float4 fogFactorW : COLOR1;
+ float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
+#endif
+};
+
+HALF4 main( PS_INPUT i ) : COLOR
+{
+ //relevant data is in the alpha channel, modulate vertex alpha by texture alpha
+ float returnAlpha = tex2D( BaseTextureSampler, i.vTexCoord0 ).a * i.vColor.a;
+
+ return FinalOutput( float4( 1.0f, 1.0f, 1.0f, returnAlpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
+}