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//======= Copyright � 1996-2006, Valve Corporation, All rights reserved. ======
#define CONVERT_TO_SRGB 0

#include "common_ps_fxc.h"

sampler TexSampler	: register( s0 );

struct PS_INPUT
{
	HALF2 baseTexCoord				: TEXCOORD0;		// Base texture coordinate
	
#if defined( _X360 ) //matching pixel shader inputs to vertex shader outputs to avoid shader patches	
	float2 ZeroTexCoord				: TEXCOORD1;
    float2 bloomTexCoord            : TEXCOORD2;
#endif
};

float4 main( PS_INPUT i ) : COLOR
{
	float4 result = tex2D( TexSampler, i.baseTexCoord );
	result.a = 1.0f;
	return result; //FinalOutput( result, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
}