//========== Copyright (c) Valve Corporation, All rights reserved. ==========//

#include "common_ps_fxc.h"

sampler FBSampler	: register( s0 );

struct PS_INPUT
{
	float2 texCoord				: TEXCOORD0;
};


float4_color_return_type main( PS_INPUT i ) : COLOR
{
	float4 fbSample = tex2D( FBSampler, i.texCoord );
	// Temporary hack to work around color tint problem in float HDR mode. 
	// fbSample *= float4(cLightScale.xyz, 1);

	return FinalOutput( fbSample, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
}