//========== Copyright (c) Valve Corporation, All rights reserved. ==========// #include "common_ps_fxc.h" sampler TextureSampler : register( s0 ); struct PS_INPUT { float4 vColor0 : COLOR0; float2 vTexCoord0 : TEXCOORD0; }; float4_color_return_type main( PS_INPUT i ) : COLOR { float4 result = ( i.vColor0 * tex2D( TextureSampler, i.vTexCoord0 ) ); return FinalOutput( result, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE ); }