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materialsystem/stdshaders/DebugDrawEnvmapMask_ps2x.fxc
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materialsystem/stdshaders/DebugDrawEnvmapMask_ps2x.fxc
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// DYNAMIC: "SHOWALPHA" "0..1"
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// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
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// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
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#define HDRTYPE HDR_TYPE_NONE
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#include "common_ps_fxc.h"
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sampler BaseTextureSampler : register( s0 );
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struct PS_INPUT
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{
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float4 projPos : POSITION;
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float2 baseTexCoord : TEXCOORD0;
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};
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float4 main( PS_INPUT i ) : COLOR
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{
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float4 baseColor = tex2D( BaseTextureSampler, i.baseTexCoord );
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#if SHOWALPHA
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float4 result = float4( baseColor.a, baseColor.a, baseColor.a, 1.0f );
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#else
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float4 result = float4( baseColor.rgb, 1.0f );
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#endif
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return FinalOutput( result, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
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}
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