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27
materialsystem/stdshaders/debugshadowbuffer_ps2x.fxc
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27
materialsystem/stdshaders/debugshadowbuffer_ps2x.fxc
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//========== Copyright (c) Valve Corporation, All rights reserved. ==========//
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#include "common_ps_fxc.h"
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struct PS_INPUT
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{
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float2 coordTap0 : TEXCOORD0;
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float4 vertexColor : TEXCOORD1;
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};
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float4 Constant_color : register( c0 );
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sampler TexSampler : register( s0 );
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float4 main( PS_INPUT i ) : COLOR
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{
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float flDepth = tex2D( TexSampler, i.coordTap0 ).r;
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flDepth = flDepth * Constant_color.x + Constant_color.y;
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float4 vOutputColor = float4( flDepth, flDepth, flDepth, 1.0f);
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// Slamming output alpha to 1.0f because screenspace_general always enables alpha testing (argh)
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vOutputColor.a = 1.0f;
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return FinalOutput( vOutputColor, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); //Constant_color;
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}
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