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+//====== Copyright � 1996-2004, Valve Corporation, All rights reserved. =======
+//
+// Purpose:
+//
+//=============================================================================
+
+// DYNAMIC: "PIXELFOGTYPE" "0..1"
+
+// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
+// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
+
+#include "common_ps_fxc.h"
+#include "shader_constant_register_map.h"
+
+sampler EnvmapSampler : register( s0 );
+
+const float4 g_FogParams : register( PSREG_FOG_PARAMS );
+const float4 g_EyePos_SpecExponent : register( PSREG_EYEPOS_SPEC_EXPONENT );
+
+struct PS_INPUT
+{
+ float3 eyeToVertVector : TEXCOORD0;
+ float4 vertexColor : COLOR;
+
+ float4 worldPos_projPosZ : TEXCOORD7; // Necessary for pixel fog
+};
+
+float4 main( PS_INPUT i ) : COLOR
+{
+ HALF4 color;
+ color.xyz = ENV_MAP_SCALE * texCUBE( EnvmapSampler, i.eyeToVertVector );
+ color.a = 1.0f;
+ color *= i.vertexColor;
+
+ float fogFactor = CalcPixelFogFactor( PIXELFOGTYPE, g_FogParams, g_EyePos_SpecExponent.z, i.worldPos_projPosZ.z, i.worldPos_projPosZ.w );
+ return FinalOutput( color, fogFactor, PIXELFOGTYPE, TONEMAP_SCALE_LINEAR );
+}