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

// DYNAMIC: "SHOWALPHA"			"0..1"

#include "common_ps_fxc.h"

sampler BaseTextureSampler	: register( s0 );

struct PS_INPUT
{
    float4 projPos					: POSITION;	
	float2 baseTexCoord				: TEXCOORD0;
};

float4_color_return_type main( PS_INPUT i ) : COLOR
{
	float4 baseColor = tex2D( BaseTextureSampler, i.baseTexCoord );
#if SHOWALPHA
	float4 result = float4( baseColor.a, baseColor.a, baseColor.a, 1.0f );
#else
	float4 result = float4( baseColor.rgb, 1.0f );
#endif
	return FinalOutput( result, 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
}