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diff --git a/materialsystem/stdshaders/sky_ps2x.fxc b/materialsystem/stdshaders/sky_ps2x.fxc
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+// HDRFIXME: Make this work with nonHDR
+// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
+// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
+// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC]
+// DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX]
+#include "common_ps_fxc.h"
+
+#if defined( SHADER_MODEL_PS_2_0 )
+# define WRITE_DEPTH_TO_DESTALPHA 0
+#endif
+
+sampler BaseTextureSampler : register( s0 );
+HALF4 InputScale : register( c0 );
+
+struct PS_INPUT
+{
+ float2 baseTexCoord : TEXCOORD0;
+};
+
+float4 main( PS_INPUT i ) : COLOR
+{
+ HALF4 color = tex2D( BaseTextureSampler, i.baseTexCoord.xy );
+ color.rgb *= InputScale.rgb;
+
+ // This is never fogged.
+ return FinalOutput( color, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_LINEAR, WRITE_DEPTH_TO_DESTALPHA, 1e20 ); //when writing depth to dest alpha, write a value guaranteed to saturate
+}